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	<updated>2026-05-18T08:47:23Z</updated>
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	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Archery_target&amp;diff=99270</id>
		<title>v0.31:Archery target</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Archery_target&amp;diff=99270"/>
		<updated>2010-04-25T18:13:16Z</updated>

		<summary type="html">&lt;p&gt;Confused: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}&lt;br /&gt;
{{elven}}&lt;br /&gt;
{{buggy}}&lt;br /&gt;
Bug: Archery targets are not funcional.&lt;br /&gt;
{{buildings}}&lt;/div&gt;</summary>
		<author><name>Confused</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Trading&amp;diff=95790</id>
		<title>v0.31:Trading</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Trading&amp;diff=95790"/>
		<updated>2010-04-19T23:07:13Z</updated>

		<summary type="html">&lt;p&gt;Confused: /* {{L|elf|Elves}} */  verified&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}&lt;br /&gt;
{{elven}}&lt;br /&gt;
{{Building|name=Trade depot|key=D&lt;br /&gt;
|job= &lt;br /&gt;
* {{L|Broker}} noble (optional)&lt;br /&gt;
|construction=&lt;br /&gt;
3 of&lt;br /&gt;
* {{L|Block}}&lt;br /&gt;
* {{L|Metal bar}}&lt;br /&gt;
* {{L|Stone}}&lt;br /&gt;
* {{L|Wood}}&lt;br /&gt;
|construction_job=&lt;br /&gt;
* {{L|Architecture}}&lt;br /&gt;
* and 1 of:&lt;br /&gt;
** {{L|Metalsmithing}}&lt;br /&gt;
** {{L|Masonry}}&lt;br /&gt;
** {{L|Carpentry}}&lt;br /&gt;
|purpose=&lt;br /&gt;
Trade goods with merchants.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''Trading''' in Dwarf Fortress first occurs in the first {{L|Calendar|autumn}} after establishing your fortress, with the arrival of the {{L|dwarf|Dwarven}} {{L|Trading#Caravans|caravan}}. Trading is a good way to acquire resources that are not available or are rare in the local area. It also allows for more freedom in selecting starting gear or purchase of additional skills for the expedition party, because items can always be obtained through trade later.&lt;br /&gt;
&lt;br /&gt;
'''Trader''' is the term used at your Trade Depot to refer to your fortress {{l|Broker}} when dealing with merchants in a visiting caravan ({{key|r}} - &amp;quot;''Trader requested at Depot&amp;quot;'').  As a {{L|profession}}, the term usually only applies to those merchants, and to a dwarf whose highest {{L|skill}} is {{L|Appraiser}}.&lt;br /&gt;
&lt;br /&gt;
== Trade Depot ==&lt;br /&gt;
Building a '''Trade Depot''' ({{K|b}} - {{K|D}}) is a requisite for trade with caravans that arrive at your fortress. Trade depots can be created from almost any material, and construction requires the {{L|Architecture}} skill along with the appropriate craft labor ({{L|Carpentry}}, {{L|Masonry}}, or {{L|Metalsmithing}}).  There must be at least 10 spaces between the Depot and the edge of the map.{{version|0.31.01}}&lt;br /&gt;
&lt;br /&gt;
While it may be convenient to build a Trade Depot outside at first, it is usually a really good idea to move it inside or build walls, bridges and other fortifications around it to protect caravans and your goods from animals (guzzlers), {{L|thief|thieves}} and {{L|goblin}}s.&lt;br /&gt;
&lt;br /&gt;
Once built, hit {{K|q}} to bring up the building interaction mode, and then move your cursor over the Trade Depot to gain access to the following options:&lt;br /&gt;
&lt;br /&gt;
=== Move Goods to/from Depot ===&lt;br /&gt;
{{K|g}}: This command becomes active when a caravan arrives on your map.  This screen menu is similar to the {{L|stock}}s menu ({{K|z}} - Stocks).  This is where you select what items you want to trade with the caravan.  If you have particular items you want to sell to the caravan, you can {{K|s}}earch for it.  This is convenient if you want to export all your prepared meals or finished goods. Also shown is the culling on {{K|m}}andate option.  The move to depot screen will not show things that violate an export {{L|mandate}}.  By pressing {{K|m}}, it will change to Ignoring {{K|m}}andates, and you can select banned items for export. For example, if your {{L|mayor}} has a mandate banning the export of iron, this screen will hide bins that contain iron items.  By changing this option, all iron items will be shown.{{Verify}}&amp;lt;br\&amp;gt; &amp;lt;br\&amp;gt;After selecting items and exiting the screen, {{L|job}}s will be queued to move the items to the depot.  All dwarves, regardless of {{L|labor}} settings, can move goods to the depot. Items that have not been moved will show [PENDING], while those that have been brought to the depot and are ready for trade and will be marked as [TRADING].  &amp;lt;br\&amp;gt;&amp;lt;br\&amp;gt;Items selected for trading will remain at the depot until the caravan leaves. Alternatively you can select the item again. Once no longer required at the depot, items will be available for use or hauling to stockpiles as normal. If you don't want all the items to be returned to their stockpiles, you can optionally {{K|f}}orbid them by looking at the {{L|Controls_guide#View_items_in_buildings.2C_t|i{{K|t}}ems}} in the depot.&lt;br /&gt;
&lt;br /&gt;
=== No trader needed at depot or Trader requested at depot ===&lt;br /&gt;
{{K|r}}: This requests a dwarf to come to the depot. To conduct trades with caravans, a trader must be present at the Trade Depot.  Once requested, a dwarf will make their way to the depot, and remain there until released with this setting, or the dwarf decides to drink, sleep, or eat.&lt;br /&gt;
&lt;br /&gt;
=== Only broker may trade or Anyone may trade ===&lt;br /&gt;
{{K|b}}: This setting determines who will perform the trade.  If '''Only broker may trade''' is active, then only the {{L|Broker}} {{L|noble}} will respond to the trader request.  This can become a problem when the broker is sleeping or otherwise occupied, but dwarves with low {{L|Broker skills}} will receive poorer deals when trading. If anyone may trade is selected, and someone other than the broker becomes a better {{L|appraiser}} than the broker, the broker's appraisal skill is still used.&lt;br /&gt;
&lt;br /&gt;
=== Trade ===&lt;br /&gt;
{{K|t}}: This option becomes available once the caravan and your trader are both at the depot. It begins trading.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;s&amp;gt;&lt;br /&gt;
Do not build two or more Trade Depots, as then neither will work properly.&amp;lt;/s&amp;gt;{{Verify}}&amp;lt;sup&amp;gt;Assuming false. Depot accessibility screen now features information about multiple depots (all depots accessible vs depot accessible)&amp;lt;/sup&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Everything that is on your map belongs to you, except:&lt;br /&gt;
&lt;br /&gt;
* the items of non-fortress members (only if they are alive, when they are dead they belong to you if you claim the items),{{Verify}}&lt;br /&gt;
* the items that are in trade wagons or on merchant animals{{Verify}}&lt;br /&gt;
* the items that are on the trade depot (they belong to nobody until they are moved out of it)&lt;br /&gt;
&lt;br /&gt;
So, merchant goods that ''were'' on the trade depot belong to you if they are not on trade wagons/merchant animals. So a {{L|Cheating|little hint}}: when the merchants have finished unloading, remove the depot!&lt;br /&gt;
&lt;br /&gt;
==Trading Flowchart ==&lt;br /&gt;
{{:Trading/Flowchart}}&lt;br /&gt;
After entering the trade menu, select the items to offer from the right, and the desired items from the left. All caravans have a weight limit which cannot be exceeded, and the allowed additional weight is displayed in the lower right corner. If the acting broker has at least Novice or better {{L|Appraisal}} skill, the value of all items will be displayed.  Once the proposal is ready, press {{K|t}} to make an offer, but merchants will not agree unless they make adequate profit.  Be sure to use '''trade''', not '''offer''' {{K|o}}, as this will make a gift of the selected items. The amount of acceptable profit is determined by the broker's {{L|Broker skills|skills}} and the merchant's mood, described below.  Merchants may attempt to propose counteroffers if they do not accept the proposal, which can then be accepted, rejected, or further amended by the broker.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;s&amp;gt;A good rule of thumb for inexperienced brokers is to give merchants a 50% or better profit. For example, if the desired goods are worth 500☼, make sure their profit is at least 250☼ (which would make the total worth of goods marked on your side 750☼). This should ensure that the merchants are happy with the trading and that they accept the trade immediately without making ridiculous counteroffers.&amp;lt;/s&amp;gt;&amp;lt;!-- Inexperienced broker, first trade, 10% profit margin was all that was needed wih elves. --&amp;gt; With more experienced brokers or pleased merchants, even marginally profitable trades can be successful, and counteroffers can be rejected safely, offering the same trade again. Note however that a low profit margin for the traders may not be desirable - it has been suggested that both export and profit numbers influence the size of next years caravan and, in the case of the dwarven caravan, immigration numbers.{{Verify}}&lt;br /&gt;
&lt;br /&gt;
Goods brought from caravans do not have base quality higher than superior, but decorations on a good may be of any quality.{{Verify}}&lt;br /&gt;
&lt;br /&gt;
== Trading cue colors ==&lt;br /&gt;
&lt;br /&gt;
* Items in brown have been created (or modified) by your fortress. They can be traded away or offered as a gift.&lt;br /&gt;
* Items in white were created by another source. They can be traded, but if one of these items has been selected, the entire selection cannot be offered as a gift.&lt;br /&gt;
* Items in purple are under a no-export mandate and should not be traded away unless exceptional circumstances (or masochism) push you to do this.{{Verify}}&lt;br /&gt;
* Items in green have just been gifted to the caravan and they will not trade it back.&lt;br /&gt;
* Items in red have been seized from another caravan and cannot be traded as is; you will need to decorate them or turn them into other items for them to become &amp;quot;valid&amp;quot; trading items. However, usually a caravan from a different civilization will accept stolen goods without changing them first.{{Verify}}&lt;br /&gt;
&lt;br /&gt;
== Merchant mood ==&lt;br /&gt;
If your broker has Novice or better {{L|Judge of Intent}} skill, there will be a line added below the merchant's dialogue describing the caravan's attitude. Their attitude rises with successful trades (especially if they get lots of profit) and falls when you propose deals they don't like. &lt;br /&gt;
&lt;br /&gt;
* (trader) seems ecstatic with the trading&lt;br /&gt;
* (trader) seems very happy about the trading&lt;br /&gt;
* (trader) seems pleased with the trading&lt;br /&gt;
* (trader) seems willing to trade (Default, at least for humans)&lt;br /&gt;
* (trader) seems to be rapidly losing patience&lt;br /&gt;
* (trader) is not going to take much more of this&lt;br /&gt;
* (trader) is unwilling to trade&lt;br /&gt;
&lt;br /&gt;
The happier you make a merchant, the less profit margin he will demand in a trade. If merchants reach the lowest level, no further trade will be possible, and they will immediately pack up and leave your depot. Since annoyed traders are more likely to reject deals, you should be generous in initial negotiations. Skilled negotiators seem less likely to offend traders with unsuccessful deals. &lt;br /&gt;
&lt;br /&gt;
An easy way to capitalize on this mood system is to perform several partial trades. First trade for a few items, offering goods twice the value of the items you ask for (eg, offer 2000☼ for 1000☼ of his stuff). This will likely make the merchant ecstatic about trading with you. Exit the trade screen, unpause briefly, and then return to trading with a vengeance. With the merchant in such a good mood, he is more likely to counteroffer than reject a trade outright.&lt;br /&gt;
&lt;br /&gt;
== Seizing items ==&lt;br /&gt;
&lt;br /&gt;
Pressing {{K|s}} from the trade menu will seize the selected items of the merchant's.  If you seize goods from a caravan, the merchant will respond &amp;quot;Take what you want. I can't stop you.&amp;quot; and then leave immediately without the seized goods.  Items cannot be seized from the dwarven caravan, and other races will not buy goods stolen from one of their caravans (then marked in red) unless they are tricked into asking for them via counteroffer, or the items are &amp;quot;laundered&amp;quot; by decoration or used to create other goods.  Seizing goods will hurt diplomatic relations, but is not grounds for an automatic {{L|siege}}.{{Verify}}&lt;br /&gt;
&lt;br /&gt;
Pressing the seize button while no goods are selected will result in the merchant interpreting your seizure as a joke. This apparently does nothing to benefit or hinder your trading.{{Verify}}&lt;br /&gt;
&lt;br /&gt;
As a side note, if you deconstruct your trade depot with a caravan in it, the wagons will be killed and all the caravan's items will drop to the ground, to be readily hauled away by your Dwarves. This does not mark the items as stolen, and the caravan will leave. However, ''next'' year's caravan is partly based on the profits from the previous year - so if you are relying on that race's caravans for needed items, you're hurting yourself in the long run.{{Verify}}&lt;br /&gt;
&lt;br /&gt;
Another way to steal without marking as stolen is to forbid the trade depot just before they leave, causing them to leave their goods at the depot.{{Verify}}&lt;br /&gt;
&lt;br /&gt;
Note that the civilization attached to a particular caravan will keep track of the value of items the caravan was carrying when they set out to trade, and they will compare this value with the value of items they return home with. Regardless of what method you use to confiscate items from a caravan, even if you came to possess the goods through no fault of your own (an {{L|ambush}} killed the caravaners, for example) the parent civilization may decide that you stole from them and send a {{L|siege}} instead of a caravan the following year. It is prudent to take measures to protect caravans visiting your lands!{{Verify}}&lt;br /&gt;
&lt;br /&gt;
==Offering items==&lt;br /&gt;
&lt;br /&gt;
{{key|o}} You can also give away items, as gifts to the leaders of the {{L|civilization}} you are trading with. This presumably helps relations between yourself and the other faction. The exact effects are unknown but it is believed that offering goods increases the quantity and variety of trade goods brought by next year's caravan. Also the {{L|King}} usually requires offerings to be made before his arrival.{{Verify}}&lt;br /&gt;
&lt;br /&gt;
'''''Note:''' There are currently no benefits to offering goods to your king; the game developers have stated that this is to be changed in future versions.'' (&amp;quot;''Req174, REASON FOR OFFERING, (Future): There's no point of offering goods to your own king right now.)&amp;quot;''&lt;br /&gt;
&lt;br /&gt;
== Miscellaneous Trading Advice ==&lt;br /&gt;
&lt;br /&gt;
* Several small trades, exiting the trade window each time, will increase the Broker's relevant skills during the early game.&lt;br /&gt;
* Food inside the Trade Depot can go bad. Have a food stockpile nearby so you can quickly haul goods inside.&lt;br /&gt;
* Thieves and thieving critters tend to follow caravans. Expect assaults and intruders.&lt;br /&gt;
* Be careful about asking traders to bring lots of individual lightweight items (such as meat and fish) as it can result in traders taking a very long time to unload their goods. Unless the path to your depot is extremely long, though, this is unlikely to cause significant problems.{{Verify}}&lt;br /&gt;
&lt;br /&gt;
== Caravans ==&lt;br /&gt;
Each friendly race will send a caravan per year, linked to one season, which is autumn for dwarves, summer for humans, spring for elves. In rare cases, goblins will show up in winter.{{verify}} However, in the first year only a dwarven caravan will arrive, although it will tend to arrive later than mid-august, unlike previous versions {{verify}}. Caravans will only show up if that race considers the fortress site accessible (as denoted on the embark screen), with the exception of dwarves, who always arrive unless they are extinct.{{verify}}  Caravans appear to enter the map from a random direction which does not coincide with the relative direction of the originating {{L|civilization}}, and they may appear from different directions or z-levels each year.  Caravans may leave without trading if it takes too long to reach the trade depot. Caravans with wagons cannot use stairs. Caravans will embark on their journey back exactly one month after their arrival, whether they have succeeded in reaching the depot or not.{{Verify}}&lt;br /&gt;
&lt;br /&gt;
Note that if traders or their animals are prevented from leaving, they will eventually go {{L|insane}}. {{Verify}}&lt;br /&gt;
&lt;br /&gt;
== Wagons ==&lt;br /&gt;
&lt;br /&gt;
:'''''Note:''' Wagons appear to have been removed since DF 31.01. Toady has not yet signaled if this is a bug or not.''&lt;br /&gt;
&lt;br /&gt;
== Liaisons ==&lt;br /&gt;
{{L|Liaison}}s may be sent with caravans to speak to important dwarves.  They will allow you to choose the type of items that your fortress is interested in, and will focus on bringing more of that kind of item on the next caravan (however those items will also be more expensive).  They will also present you with a list of the items they're willing to pay more for, which will be effective upon their next arrival.&lt;br /&gt;
&lt;br /&gt;
Trade agreements can be viewed at a later time through the Civilization menu ({{k|c}}). These trade agreements are cleared when a liason of the corresponding civilization enters the screen, so they are generally not accessible after the caravan has arrived.&lt;br /&gt;
&lt;br /&gt;
Note that if a liaison is prevented from leaving, they will eventually go {{L|insane}}. {{Verify}}&lt;br /&gt;
&lt;br /&gt;
== Races ==&lt;br /&gt;
The following races send caravans.&lt;br /&gt;
&lt;br /&gt;
==== {{L|Dwarves}} ====&lt;br /&gt;
The dwarven caravan:&lt;br /&gt;
* arrives in {{L|Calendar|autumn}}.&lt;br /&gt;
* carries metal bars, {{L|leather}}, weapons and armor, food and booze, and more.  Dwarves alone may carry {{L|steel}} and steel goods.&lt;br /&gt;
* well guarded.&lt;br /&gt;
* sends a liaison who will speak with the {{L|Expedition leader}} (or {{L|Mayor}}) to negotiate prices.&lt;br /&gt;
* influences the number of immigrants received (if the caravan leaves intact).{{verify}}&lt;br /&gt;
* will not cause sieges when repeatedly destroyed or lost.&lt;br /&gt;
* is the only caravan to arrive during a fortress' first year.&lt;br /&gt;
* always arrives regardless of embark location.{{verify}}&lt;br /&gt;
* cannot have its goods seized from the trade menu.&lt;br /&gt;
&lt;br /&gt;
==== {{L|elf|Elves}} ====&lt;br /&gt;
[[Image:Evil_elves.png|thumb|400px|A typical elven caravan.]]&lt;br /&gt;
&lt;br /&gt;
The elven caravan:&lt;br /&gt;
* arrives in {{L|Calendar|spring}}.&lt;br /&gt;
* carries {{L|cloth}}, {{L|Restraint|rope}}s, various above ground seeds, {{L|plant}}s and their byproducts, {{L|log}}s, {{L|wood}}en goods &amp;amp; {{L|weapon}}s, clothing and {{L|armor}}, and may carry tame {{L|creature}}s.&lt;br /&gt;
* unguarded.&lt;br /&gt;
* does not accept some items in trade:&lt;br /&gt;
&lt;br /&gt;
Elven traders do not like to be offered any tree byproducts.  Forbidden items include:&lt;br /&gt;
&lt;br /&gt;
* {{L|Wood}}en items, and items derived from wood (including {{L|tower-cap}} logs), such as {{L|charcoal}} and {{L|pearlash}}&lt;br /&gt;
* Items made from clear and crystal {{L|glass}} (because {{L|pearlash}} is used in their creation) - green glass appears to be perfectly acceptable&lt;br /&gt;
* Items {{L|decoration|decorated}} with any of the above materials&lt;br /&gt;
* {{L|Obsidian}} shortswords (since they have wooden handles)&lt;br /&gt;
* {{L|Soap}} (made with {{L|ash}})&lt;br /&gt;
&lt;br /&gt;
Offering or trading forbidden items will cause the mood of the trader to drop rapidly, usually causing him after the first offer to refuse to trade any more that season and leave immediately.  Additionally you will be called uncouth, crude, and barbaric.&lt;br /&gt;
&lt;br /&gt;
However, {{L|stone}} and {{L|metal}} items, even when {{L|charcoal}} is used in production, are acceptable. Items made from {{L|silk}} are acceptable, as are all non-wooden plant-derived products such as {{L|cloth}} and {{L|thread}}. Items made of bone and shell are acceptable. You can also transport your goods to the {{L|trade depot}} in a wooden {{L|bin}}, as long as you do not try to sell the bin. Living animals are acceptable, as long as the {{L|cage}} or {{L|trap}} is not made of {{L|wood}}.&lt;br /&gt;
&lt;br /&gt;
Be especially careful with reselling decorated items from other caravans, as non-wood/glass items may have decorations of wood or clear/crystal glass.  All items that elven caravans sell are also unacceptable to sell back to elves, as the dwarves have no means of proving that they were made in an &amp;quot;elf kosher&amp;quot; way &amp;amp;mdash; and all dwarves know that elves have terrible memory.&lt;br /&gt;
&lt;br /&gt;
==== {{L|Human}}s ====&lt;br /&gt;
The human caravan:&lt;br /&gt;
* arrives in {{L|Calendar|summer}}.&lt;br /&gt;
* moderately guarded.&lt;br /&gt;
* sends a liaison who will speak with the broker to negotiate prices if the fortress is big enough.&lt;br /&gt;
&lt;br /&gt;
==== {{L|Goblin}}s{{Verify}} ====&lt;br /&gt;
A goblin caravan ''may'' arrive if your civilization is at peace with the goblins.&lt;br /&gt;
&lt;br /&gt;
The goblin caravan:&lt;br /&gt;
*will arrive every season, four times per year{{verify}}&lt;br /&gt;
*unguarded&lt;br /&gt;
*brings mostly food and cloth&lt;br /&gt;
*does not send a liaison or a guild representative&lt;br /&gt;
*does not make import/export agreements&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
* All caravans &amp;lt;small&amp;gt;(goblins too?{{verify}})&amp;lt;/small&amp;gt; carry the more wood logs the smaller a fort's wood stockpile, independent of whether you requested them. This does not apply when the weight limit is exceded by (other) items you requested.&lt;br /&gt;
&lt;br /&gt;
== Destruction ==&lt;br /&gt;
If caravans are destroyed (intentionally or unintentionally), the items may remain for use. Traders caught in a {{L|cave-in}} will flee as if they were attacked but will leave all the items dropped by the caravan behind. Pack animals carrying items are affected just like a normal tamed {{L|mule}} and must be killed in the cave-in for them to drop items on the ground. It is however much more likely that the pack animal(s) will only be stunned or rendered unconscious and flee shortly after recovering from the hit. Wagons will collapse if caught in a cave-in, leaving all that it was carrying on the ground as a result. Wagons can also be destroyed by {{L|ocean}} waves coming up onto the shore if you have settled in the appropriate area. The only difference between collapsing under waves or a cave-in is a higher probably of recovering items if the wagon is destroyed by a wave.{{Verify}}&lt;br /&gt;
&lt;br /&gt;
While caravans can defend themselves, they don't like being ambushed. An encounter with unfriendly creatures may cause them to retreat and forget about trading with you for the season.{{verify}}  Repeated caravan destruction (intentional or unintentional) will strain diplomatic relations and may result in a {{L|siege}}.{{Verify}}&lt;br /&gt;
&lt;br /&gt;
== Caravan Delay ==&lt;br /&gt;
If a caravan has arrived at your trade depot and is unable to leave for about six months after they arrived, the merchants and animals will go insane.  This can result in a bunch of merchants attacking your dwarves, or just standing around moping until they starve to death.  It is not known for certain if this hurts diplomatic relations, but most likely it's the same as any case where the entire caravan fails to return home.{{Verify}}&lt;br /&gt;
&lt;br /&gt;
If you have locked the caravan into your fortress to hold out against a siege, it's a good idea to station a squad of soldiers near the trade depot in case the merchants {{L|Insanity#Types|go berserk}}. You may also want to make the depot a restricted area to encourage civilians to go around it. Alternatively, you can design the trade depot using drawbridges so that it can be sealed off from the rest of the fortress during a siege.&lt;br /&gt;
&lt;br /&gt;
If you want the merchants to leave safely, you can build four or more tunnels to each corner of the map, connected to your fortress only by drawbridges. As long as there is no other way to enter and exit your fortress, invaders and merchants will both go towards any tunnel that you activate. You can lock the merchants into the trade depot, and then open a tunnel entrance on one side of the map to make the invaders head towards that tunnel. When they get close to it, you can close it, and then open the entrance on the other side of the map, and let the traders out of the depot. If your fortress and depot are in the middle of the map, this will give the traders quite a head-start to get away.{{Verify}}&lt;/div&gt;</summary>
		<author><name>Confused</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Soldier&amp;diff=94679</id>
		<title>v0.31 Talk:Soldier</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Soldier&amp;diff=94679"/>
		<updated>2010-04-17T23:59:26Z</updated>

		<summary type="html">&lt;p&gt;Confused: /* Archer vs. Bowdwarf */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Coming Soon==&lt;br /&gt;
&lt;br /&gt;
I'll (eventually, hopefully rather shortly) be giving this page a good overhaul. My goal for the page is to have a section for each weapon-type of dwarf with its pros and cons laid out as well as the benefits of mixed soldier types in a squad, then a bit on combat moods like 'martial trance' and then a bit on the appointed Champion. Just a heads up as to why there's nothing right now --[[User:Retro|Retro]] 20:15, 11 April 2010 (UTC)&lt;br /&gt;
:There we go. I verified as much as I could, but I don't know anything about the effects of material/weight/weapon quality in the new version, so someone else will have to add that. --[[User:Retro|Retro]] 18:05, 13 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
==Great soldiers==&lt;br /&gt;
&lt;br /&gt;
Do dwarfs that reach &amp;quot;Great&amp;quot; status in a military offensive skill become non-civilian (as per 40d)?--[[User:Kwieland|Kwieland]] 15:59, 13 April 2010 (UTC)&lt;br /&gt;
:I recall Toady mentioning this somewhere. I think they can be deactivated again, but I'd guess there's a significant negative thought involved. They should still become Heroes though. Testing this now. --[[User:Retro|Retro]] 16:18, 13 April 2010 (UTC)&lt;br /&gt;
:Yup! They become Heroes at Great+ (though there is no announcement anymore), but can still be deactivated, even at Legendary status. There is a negative thought involve as suspected. --[[User:Retro|Retro]] 17:01, 13 April 2010 (UTC)&lt;br /&gt;
::Great.  You might mention that somewhere in the page since it isn't the same as 40d.  Two other questions.  Can only champions use mood items?  Champions are assigned as a noble position, right?--[[User:Kwieland|Kwieland]] 05:05, 14 April 2010 (UTC)&lt;br /&gt;
:::I took out that note about only champions using artifacts since I think Toady mentioned that wasn't the case anymore, but I'll put a note in as well. And yeah, champions should be assignable once you have a baron or better --[[User:Retro|Retro]] 15:23, 14 April 2010 (UTC)&lt;br /&gt;
:Kinda interesting note... I have a Great Swordsdwarf (my militia commander), who only did training to get that way, and she registers as a plain Swordsdwarf.  Then she decided to undergo a mood (Bowyer, made a blowgun), and now is a Swordmaster.  I do note that due to the schedule rotation, it did announce she was converting to her military job during the mood... but I'm not sure whether she's now a Hero because of the Great-level weapon skill, or the Legendary bowmaking skill. [[Special:Contributions/70.72.143.53|70.72.143.53]] 22:51, 16 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
==Archer vs. Bowdwarf==&lt;br /&gt;
My understanding, based on my own experience and other things in the wiki, is that Archer is not a specialized skill, but rather a multiplier for ALL ranged combat. Bowdwarf is the specialized skill for bows. And Blowgunner for blowguns. I don't want to change it myself until I get a affirmation on this, though. --[[User:Zombiejustice|Zombiejustice]] 01:17, 16 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Once soldier, always soldier ==&lt;br /&gt;
As soon as I put a dwarf on a squad, he will never again do civilian work except hauling and the like, be he peasant, recruit, soldier or experienced worker. No alert works and removing him from  the squad makes him idle or he even keeps training. Is that normal? This also makes the change in Heroes pretty moot.. --[[User:Confused|Confused]] 23:59, 17 April 2010 (UTC)&lt;/div&gt;</summary>
		<author><name>Confused</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Soldier&amp;diff=94658</id>
		<title>v0.31:Soldier</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Soldier&amp;diff=94658"/>
		<updated>2010-04-17T22:37:55Z</updated>

		<summary type="html">&lt;p&gt;Confused: /* Rations */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}&lt;br /&gt;
{{human}}&lt;br /&gt;
&lt;br /&gt;
:''This article is about individual soldiers and their training; for information on {{l|squads|maneuvering}}, {{l|scheduling}}, or {{l|equipment|equipping}}, your dwarves, see the respective pages. For a general overview, see {{l|Military}}.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Your '''soldiers''' are the dwarves who make up each '''{{l|squad}}''' of your '''{{l|military}}'''. Turning your {{l|lye maker|useless civilians}} into hardened harbingers of death is one of the most important jobs in the fort. With all the {{l|forgotten beasts|horrors}} {{l|megabeasts|awaiting}} {{l|titan|you}}, you'll need the toughest dwarves you can get.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Weapons and Skills=&lt;br /&gt;
&lt;br /&gt;
Dwarves will train with whatever {{l|weapon}} they are assigned (or {{l|wrestling}}, if they're weaponless). At a certain level of skill in a weapon, they will turn from recruits to specialized soldiers (ie. a {{l|sword}}-using recruit would become a swordsdwarf). Once they reach the level of Great or higher in a weapon skill, they will become a Hero, or ''elite'' soldier (ie. swordsdwarf becomes swordmaster). All dwarves can wear armor and wield a shield along with their weapon. In previous versions only champions could wield artifact weapons/armor, but Toady has mentioned that this is no longer the case {{verify}}.&lt;br /&gt;
&lt;br /&gt;
In previous versions, Heroes could not be deactivated from the military. This is no longer true; a military dwarf returns to civilian status when removed from their squad. Recruits, or dwarves who have not specialized in a fighting style, are technically militia-dwarves who will still perform civilian duties {{verify}}. A recruit will get a {{l|thought|bad thought}} from being drafted into the military; similarly, a specialized dwarf will get a bad thought from being taken ''off'' duty.&lt;br /&gt;
&lt;br /&gt;
==Skills==&lt;br /&gt;
&lt;br /&gt;
''Dwarves can specialize in any of the following weapon skills.&lt;br /&gt;
:* {{L|Archer}} {{verify}} &amp;lt;!--Pretty sure I saw Toady mention dwarves could do this now--&amp;gt;&lt;br /&gt;
:* {{L|Axedwarf}}&lt;br /&gt;
:* {{L|Hammerdwarf}}&lt;br /&gt;
:* {{L|Macedwarf}}&lt;br /&gt;
:* {{L|Marksdwarf}}&lt;br /&gt;
:* {{L|Speardwarf}}&lt;br /&gt;
:* {{L|Swordsdwarf}}&lt;br /&gt;
:* {{L|Wrestler}}&lt;br /&gt;
&lt;br /&gt;
''Other military skills cannot be specialized in, but are equally important. &amp;lt;!--Please verify what all of these are... I don't know Striker or Fighter, and I'm not sure if Kicker is appropriate to list--&amp;gt;&lt;br /&gt;
:* {{L|Armor user}}&lt;br /&gt;
:* {{L|Dodger}}&lt;br /&gt;
:* {{L|Fighter}}&lt;br /&gt;
:* {{L|Kicker}}&lt;br /&gt;
:* {{L|Shield user}}&lt;br /&gt;
:* {{L|Striker}}&lt;br /&gt;
&lt;br /&gt;
''Yet more civilian skills are important for a soldier to have in order to learn (or teach) better during demonstrations. &amp;lt;!--Check these, too--&amp;gt;&lt;br /&gt;
:* {{L|Concentration}}&lt;br /&gt;
:* {{L|Leader}}&lt;br /&gt;
:* {{L|Observer}}&lt;br /&gt;
:* {{L|Student}}&lt;br /&gt;
:* {{L|Teacher}}&lt;br /&gt;
&lt;br /&gt;
==Soldier professions==&lt;br /&gt;
&lt;br /&gt;
Every {{l|weapon}} has an associated skill. Soldiers will have professions according to what weapon they are most skilled at using, as long as they are at least a novice rank in one. Thus a soldier whose highest weapon skill is with a {{l|spear}} will be known as a Speardwarf, even if the soldier has been reassigned to train with an {{l|axe}} instead.&lt;br /&gt;
&lt;br /&gt;
=== {{L|Axeman|Axedwarves}} ===&lt;br /&gt;
&lt;br /&gt;
Axedwarves, thought by some to be the only true dwarven soldier, specialize in {{L|slash}} damage, also known as the fine art of mangling and severing limbs. This damage type is useful for taking away opponents' mobility and means of attack while eventually causing them to bleed to death on the ground. &amp;lt;!--Need info on material and weight vs. weapon quality--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== {{L|Hammerman|Hammerdwarves}} ===&lt;br /&gt;
&lt;br /&gt;
Hammerdwarves, the other true dwarven soldiers, specialize in {{L|bludgeon}} damage, which breaks the bones of the enemy and will often repel the enemy some distance, causing extra damage if they are bashed into a wall. &amp;lt;!--Need info on material and weight vs. weapon quality--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Human Hammermen use a two-handed maul instead of a war hammer. More powerful, mauls focus on breaking bones rather than mangling limbs, though that does also happen on the occasion. They have a greater chance to knock back an opponent than a mace does but comes at the cost of speed. Also should someone be knocked back into an obstacle, they'll take extra damage.&lt;br /&gt;
&lt;br /&gt;
=== {{L|Maceman|Macedwarves}} ===&lt;br /&gt;
&lt;br /&gt;
Macedwarves are exactly like hammerdwarves, but use a weapon with a different name and skill, though exactly the same in game terms {{verify}}.  Assuming none of your weaponsmiths have a preference for maces, hammers are slightly better, since the hammer skill is also used by a marksman who has run out of bolts or finds an opponent in his face, as he bashes enemies with his crossbow. &amp;lt;!--Need info on material and weight vs. weapon quality--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== {{L|Spearman|Speardwarves}} ===&lt;br /&gt;
&lt;br /&gt;
Speardwarves specialize in {{L|pierce}} damage and will puncture an enemy's organs quickly and critically once in range. The spear doesn't hit as hard as an axe, but it has a higher chance of piercing organs, making it a better choice against large, living creatures like demons or dragons. &amp;lt;!--Need info on material and weight vs. weapon quality--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== {{L|Swordsman|Swordsdwarves}} ===&lt;br /&gt;
&lt;br /&gt;
Swordsdwaves deal {{L|slash}} damage. Swords can cut off limbs, like an axe, but also reasonably good at hitting internal organs, like a spear. &amp;lt;!--Need info on material and weight vs. weapon quality--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== {{L|Marksman|Marksdwarves}} ===&lt;br /&gt;
&lt;br /&gt;
Marksdwarves, the only ranged soldiers, are armed with {{L|crossbow|crossbows}} and deal {{L|pierce}} damage from afar. A {{L|bolt}} does a fine job at destroying the internal organs of a creature while also doing some damage to outside parts. This is of limited use against creatures without organs, such as {{L|bronze collosus}}es or creatures made out of non-solid materials, such as {{l|magma man|magma men}}. Occasionally a bolt will get stuck in a target. The only known use for this is that a {{L|wrestling}} dwarf may grab the bolt and twist it in the {{L|wound}}. &amp;lt;!--Need info on material and weight vs. weapon quality--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
A Marksdwarf who is forced into melee will use the {{L|hammer}} skill to bash enemies with their crossbow, so you may consider crosstraining them as hammerdwarves.&lt;br /&gt;
&lt;br /&gt;
Immigrating {{L|Trapper|Trappers}} often arrive with some training in the Marksdwarf skill.&lt;br /&gt;
&lt;br /&gt;
=== {{L|Wrestler|Wrestlers}} ===&lt;br /&gt;
&lt;br /&gt;
Wrestlers focus on tying the opponent into knots, choking them, and breaking limbs. Creatures tied up in {{L|wrestling}} will do nothing else and remain immobile, perfect for a marksdwarf to pick off the creature at a range or an armed dwarf to carve into bite-sized pieces. Also note that this skill is often used in extremely close combat regardless of what weapon a dwarf is holding, so it can be useful even for a dwarf with a weapon equipped. Wrestlers are much weaker than any other soldier type, but forcing powerful opponents to wrestle can exhaust them and make them easy prey for other soldiers.&lt;br /&gt;
&lt;br /&gt;
Wrestler skill will be improved somewhat even while practicing with a weapon.&lt;br /&gt;
&lt;br /&gt;
=== Recruits ===&lt;br /&gt;
&lt;br /&gt;
Any dwarf without at least one of the above skills at {{L|skill|Novice}} level or higher will be classified as recruits. If you keep them off duty, they will train at their selected weapon until they reach Novice skill in it, at which point they will turn into one of the above weaponsdwarves.&lt;br /&gt;
&lt;br /&gt;
==Heroes==&lt;br /&gt;
[[Image:Champions.png|thumb|left|Melee goblins are no match for a champion Axedwarf.]]&lt;br /&gt;
&lt;br /&gt;
Once soldiers reach ''great'' {{L|skill}} level ''(the 15th level)'' in any weapon (or wrestling), they will become '''heroes''', will be called Lord/Master/Elite, and have a different color shade. Unlike previous versions, heroes can be removed from duty regardless of skill level, but gain a {{l|thought|very bad thought}} from this. Note that non-weapon or wrestling skills ''do not'' make dwarf a hero.&lt;br /&gt;
&lt;br /&gt;
:'''Exception:''' If a dwarf gains Great skill (or above) in a weapons skill while a civilian (usually as a {{L|Hunter}}), they will not become a Hero, not even when activated ''as'' military.  To become a Hero, some experience over the limit must be gained ''while'' activated as a soldier.  Weapon skills can only be improved as a civilian while {{L|Hunting}}, depending on the weapon assigned to the dwarf, or on the chance occasion that a civilian dwarf is forced into combat by enemies and wins. If the dwarf is then activated as military and gains any experience in a weapon that is at rank 15 or better, the dwarf becomes a Hero as usual.&lt;br /&gt;
&lt;br /&gt;
===Champion===&lt;br /&gt;
:''For information on the Champion title given to legendary soldiers in previous versions see [[40d:Soldier#Heroes_and_Champions|here]].&lt;br /&gt;
&lt;br /&gt;
The '''{{l|champion}}''' is a noble position appointed by the {{l|Baron}} (that is, you can appoint it, but you can't do so without a baron or greater {{l|noble}} being present). A champion has no special room requirements, but may make a single demand eventually. As the title of champion is now bestowed by appointment rather than merit, you may want to have your best {{l|teacher}} be the champion and conduct weapon demonstrations to boost the morale of training soldiers while your toughest killers go out and fight {{l|goblin|goblins}}.&lt;br /&gt;
&lt;br /&gt;
=Training=&lt;br /&gt;
&lt;br /&gt;
Once you've drafted some dwarves, you should start training them. Dwarves will perform 'Individual Training' when they have no {{l|squads|active order}} or {{l|scheduling}} to follow. They will spar, or observe/teach combat demonstrations when they are following the 'Train' schedule order, though currently this feature is bugged {{version|0.31.03}}. Dwarves will train with whatever weapon you assign them. {{l|Marksdwarf|Marksdwarves}} require an archery target to train, as well as bolts (assigned in the military/ammunition window). If this is not available, they may resort to bashing each other with their {{l|crossbow}}s.&lt;br /&gt;
&lt;br /&gt;
Squads train in their assigned {{l|barracks}}. To assign a squad, build a bed or storage building (ie. weapon rack) and turn it into a room, then use the secondary up/down selector to pick your squad and press {{k|t}} to tell the squad to train there. You may wish to build your barracks outside to avoid {{l|cave adaptation}}.&lt;br /&gt;
&lt;br /&gt;
===Duty Roster===&lt;br /&gt;
&lt;br /&gt;
Dwarves will get a {{l|thought|bad thought}} if left on duty too long. When {{l|scheduling}} your squads, give them the occasional free month off, and make sure to keep the number of dwarves an order criteria requires at 50-75% of the squad's population so that dwarves can rotate in and out of duty.&lt;br /&gt;
&lt;br /&gt;
===Rations===&lt;br /&gt;
&lt;br /&gt;
You can assign what squad carries how much or little food and alkohol through the military screen's '''supplies tab'''. Make sure your dwarves have access to {{l|flasks}}, {{l|waterskins}} and {{l|backpack}}s.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
'''See Also:'''&lt;br /&gt;
&lt;br /&gt;
:* {{L|Weapon}}s&lt;br /&gt;
:* {{L|Armor}}&lt;br /&gt;
&lt;br /&gt;
{{Military v0.31}}&lt;br /&gt;
[[Category:Dwarves]]&lt;br /&gt;
[[Category:Military]]&lt;/div&gt;</summary>
		<author><name>Confused</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Soldier&amp;diff=94657</id>
		<title>v0.31:Soldier</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Soldier&amp;diff=94657"/>
		<updated>2010-04-17T22:37:33Z</updated>

		<summary type="html">&lt;p&gt;Confused: /* Rations */  Works fine with any setting i put them on - maybe needs flasks?&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}&lt;br /&gt;
{{human}}&lt;br /&gt;
&lt;br /&gt;
:''This article is about individual soldiers and their training; for information on {{l|squads|maneuvering}}, {{l|scheduling}}, or {{l|equipment|equipping}}, your dwarves, see the respective pages. For a general overview, see {{l|Military}}.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Your '''soldiers''' are the dwarves who make up each '''{{l|squad}}''' of your '''{{l|military}}'''. Turning your {{l|lye maker|useless civilians}} into hardened harbingers of death is one of the most important jobs in the fort. With all the {{l|forgotten beasts|horrors}} {{l|megabeasts|awaiting}} {{l|titan|you}}, you'll need the toughest dwarves you can get.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Weapons and Skills=&lt;br /&gt;
&lt;br /&gt;
Dwarves will train with whatever {{l|weapon}} they are assigned (or {{l|wrestling}}, if they're weaponless). At a certain level of skill in a weapon, they will turn from recruits to specialized soldiers (ie. a {{l|sword}}-using recruit would become a swordsdwarf). Once they reach the level of Great or higher in a weapon skill, they will become a Hero, or ''elite'' soldier (ie. swordsdwarf becomes swordmaster). All dwarves can wear armor and wield a shield along with their weapon. In previous versions only champions could wield artifact weapons/armor, but Toady has mentioned that this is no longer the case {{verify}}.&lt;br /&gt;
&lt;br /&gt;
In previous versions, Heroes could not be deactivated from the military. This is no longer true; a military dwarf returns to civilian status when removed from their squad. Recruits, or dwarves who have not specialized in a fighting style, are technically militia-dwarves who will still perform civilian duties {{verify}}. A recruit will get a {{l|thought|bad thought}} from being drafted into the military; similarly, a specialized dwarf will get a bad thought from being taken ''off'' duty.&lt;br /&gt;
&lt;br /&gt;
==Skills==&lt;br /&gt;
&lt;br /&gt;
''Dwarves can specialize in any of the following weapon skills.&lt;br /&gt;
:* {{L|Archer}} {{verify}} &amp;lt;!--Pretty sure I saw Toady mention dwarves could do this now--&amp;gt;&lt;br /&gt;
:* {{L|Axedwarf}}&lt;br /&gt;
:* {{L|Hammerdwarf}}&lt;br /&gt;
:* {{L|Macedwarf}}&lt;br /&gt;
:* {{L|Marksdwarf}}&lt;br /&gt;
:* {{L|Speardwarf}}&lt;br /&gt;
:* {{L|Swordsdwarf}}&lt;br /&gt;
:* {{L|Wrestler}}&lt;br /&gt;
&lt;br /&gt;
''Other military skills cannot be specialized in, but are equally important. &amp;lt;!--Please verify what all of these are... I don't know Striker or Fighter, and I'm not sure if Kicker is appropriate to list--&amp;gt;&lt;br /&gt;
:* {{L|Armor user}}&lt;br /&gt;
:* {{L|Dodger}}&lt;br /&gt;
:* {{L|Fighter}}&lt;br /&gt;
:* {{L|Kicker}}&lt;br /&gt;
:* {{L|Shield user}}&lt;br /&gt;
:* {{L|Striker}}&lt;br /&gt;
&lt;br /&gt;
''Yet more civilian skills are important for a soldier to have in order to learn (or teach) better during demonstrations. &amp;lt;!--Check these, too--&amp;gt;&lt;br /&gt;
:* {{L|Concentration}}&lt;br /&gt;
:* {{L|Leader}}&lt;br /&gt;
:* {{L|Observer}}&lt;br /&gt;
:* {{L|Student}}&lt;br /&gt;
:* {{L|Teacher}}&lt;br /&gt;
&lt;br /&gt;
==Soldier professions==&lt;br /&gt;
&lt;br /&gt;
Every {{l|weapon}} has an associated skill. Soldiers will have professions according to what weapon they are most skilled at using, as long as they are at least a novice rank in one. Thus a soldier whose highest weapon skill is with a {{l|spear}} will be known as a Speardwarf, even if the soldier has been reassigned to train with an {{l|axe}} instead.&lt;br /&gt;
&lt;br /&gt;
=== {{L|Axeman|Axedwarves}} ===&lt;br /&gt;
&lt;br /&gt;
Axedwarves, thought by some to be the only true dwarven soldier, specialize in {{L|slash}} damage, also known as the fine art of mangling and severing limbs. This damage type is useful for taking away opponents' mobility and means of attack while eventually causing them to bleed to death on the ground. &amp;lt;!--Need info on material and weight vs. weapon quality--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== {{L|Hammerman|Hammerdwarves}} ===&lt;br /&gt;
&lt;br /&gt;
Hammerdwarves, the other true dwarven soldiers, specialize in {{L|bludgeon}} damage, which breaks the bones of the enemy and will often repel the enemy some distance, causing extra damage if they are bashed into a wall. &amp;lt;!--Need info on material and weight vs. weapon quality--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Human Hammermen use a two-handed maul instead of a war hammer. More powerful, mauls focus on breaking bones rather than mangling limbs, though that does also happen on the occasion. They have a greater chance to knock back an opponent than a mace does but comes at the cost of speed. Also should someone be knocked back into an obstacle, they'll take extra damage.&lt;br /&gt;
&lt;br /&gt;
=== {{L|Maceman|Macedwarves}} ===&lt;br /&gt;
&lt;br /&gt;
Macedwarves are exactly like hammerdwarves, but use a weapon with a different name and skill, though exactly the same in game terms {{verify}}.  Assuming none of your weaponsmiths have a preference for maces, hammers are slightly better, since the hammer skill is also used by a marksman who has run out of bolts or finds an opponent in his face, as he bashes enemies with his crossbow. &amp;lt;!--Need info on material and weight vs. weapon quality--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== {{L|Spearman|Speardwarves}} ===&lt;br /&gt;
&lt;br /&gt;
Speardwarves specialize in {{L|pierce}} damage and will puncture an enemy's organs quickly and critically once in range. The spear doesn't hit as hard as an axe, but it has a higher chance of piercing organs, making it a better choice against large, living creatures like demons or dragons. &amp;lt;!--Need info on material and weight vs. weapon quality--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== {{L|Swordsman|Swordsdwarves}} ===&lt;br /&gt;
&lt;br /&gt;
Swordsdwaves deal {{L|slash}} damage. Swords can cut off limbs, like an axe, but also reasonably good at hitting internal organs, like a spear. &amp;lt;!--Need info on material and weight vs. weapon quality--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== {{L|Marksman|Marksdwarves}} ===&lt;br /&gt;
&lt;br /&gt;
Marksdwarves, the only ranged soldiers, are armed with {{L|crossbow|crossbows}} and deal {{L|pierce}} damage from afar. A {{L|bolt}} does a fine job at destroying the internal organs of a creature while also doing some damage to outside parts. This is of limited use against creatures without organs, such as {{L|bronze collosus}}es or creatures made out of non-solid materials, such as {{l|magma man|magma men}}. Occasionally a bolt will get stuck in a target. The only known use for this is that a {{L|wrestling}} dwarf may grab the bolt and twist it in the {{L|wound}}. &amp;lt;!--Need info on material and weight vs. weapon quality--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
A Marksdwarf who is forced into melee will use the {{L|hammer}} skill to bash enemies with their crossbow, so you may consider crosstraining them as hammerdwarves.&lt;br /&gt;
&lt;br /&gt;
Immigrating {{L|Trapper|Trappers}} often arrive with some training in the Marksdwarf skill.&lt;br /&gt;
&lt;br /&gt;
=== {{L|Wrestler|Wrestlers}} ===&lt;br /&gt;
&lt;br /&gt;
Wrestlers focus on tying the opponent into knots, choking them, and breaking limbs. Creatures tied up in {{L|wrestling}} will do nothing else and remain immobile, perfect for a marksdwarf to pick off the creature at a range or an armed dwarf to carve into bite-sized pieces. Also note that this skill is often used in extremely close combat regardless of what weapon a dwarf is holding, so it can be useful even for a dwarf with a weapon equipped. Wrestlers are much weaker than any other soldier type, but forcing powerful opponents to wrestle can exhaust them and make them easy prey for other soldiers.&lt;br /&gt;
&lt;br /&gt;
Wrestler skill will be improved somewhat even while practicing with a weapon.&lt;br /&gt;
&lt;br /&gt;
=== Recruits ===&lt;br /&gt;
&lt;br /&gt;
Any dwarf without at least one of the above skills at {{L|skill|Novice}} level or higher will be classified as recruits. If you keep them off duty, they will train at their selected weapon until they reach Novice skill in it, at which point they will turn into one of the above weaponsdwarves.&lt;br /&gt;
&lt;br /&gt;
==Heroes==&lt;br /&gt;
[[Image:Champions.png|thumb|left|Melee goblins are no match for a champion Axedwarf.]]&lt;br /&gt;
&lt;br /&gt;
Once soldiers reach ''great'' {{L|skill}} level ''(the 15th level)'' in any weapon (or wrestling), they will become '''heroes''', will be called Lord/Master/Elite, and have a different color shade. Unlike previous versions, heroes can be removed from duty regardless of skill level, but gain a {{l|thought|very bad thought}} from this. Note that non-weapon or wrestling skills ''do not'' make dwarf a hero.&lt;br /&gt;
&lt;br /&gt;
:'''Exception:''' If a dwarf gains Great skill (or above) in a weapons skill while a civilian (usually as a {{L|Hunter}}), they will not become a Hero, not even when activated ''as'' military.  To become a Hero, some experience over the limit must be gained ''while'' activated as a soldier.  Weapon skills can only be improved as a civilian while {{L|Hunting}}, depending on the weapon assigned to the dwarf, or on the chance occasion that a civilian dwarf is forced into combat by enemies and wins. If the dwarf is then activated as military and gains any experience in a weapon that is at rank 15 or better, the dwarf becomes a Hero as usual.&lt;br /&gt;
&lt;br /&gt;
===Champion===&lt;br /&gt;
:''For information on the Champion title given to legendary soldiers in previous versions see [[40d:Soldier#Heroes_and_Champions|here]].&lt;br /&gt;
&lt;br /&gt;
The '''{{l|champion}}''' is a noble position appointed by the {{l|Baron}} (that is, you can appoint it, but you can't do so without a baron or greater {{l|noble}} being present). A champion has no special room requirements, but may make a single demand eventually. As the title of champion is now bestowed by appointment rather than merit, you may want to have your best {{l|teacher}} be the champion and conduct weapon demonstrations to boost the morale of training soldiers while your toughest killers go out and fight {{l|goblin|goblins}}.&lt;br /&gt;
&lt;br /&gt;
=Training=&lt;br /&gt;
&lt;br /&gt;
Once you've drafted some dwarves, you should start training them. Dwarves will perform 'Individual Training' when they have no {{l|squads|active order}} or {{l|scheduling}} to follow. They will spar, or observe/teach combat demonstrations when they are following the 'Train' schedule order, though currently this feature is bugged {{version|0.31.03}}. Dwarves will train with whatever weapon you assign them. {{l|Marksdwarf|Marksdwarves}} require an archery target to train, as well as bolts (assigned in the military/ammunition window). If this is not available, they may resort to bashing each other with their {{l|crossbow}}s.&lt;br /&gt;
&lt;br /&gt;
Squads train in their assigned {{l|barracks}}. To assign a squad, build a bed or storage building (ie. weapon rack) and turn it into a room, then use the secondary up/down selector to pick your squad and press {{k|t}} to tell the squad to train there. You may wish to build your barracks outside to avoid {{l|cave adaptation}}.&lt;br /&gt;
&lt;br /&gt;
===Duty Roster===&lt;br /&gt;
&lt;br /&gt;
Dwarves will get a {{l|thought|bad thought}} if left on duty too long. When {{l|scheduling}} your squads, give them the occasional free month off, and make sure to keep the number of dwarves an order criteria requires at 50-75% of the squad's population so that dwarves can rotate in and out of duty.&lt;br /&gt;
&lt;br /&gt;
===Rations===&lt;br /&gt;
&lt;br /&gt;
You can assign what squad carries how much or little food and alkohol through the military screen's '''supplies tab'''. Make sure your dwarves have access to {{flasks}}, {{l|waterskins}} and {{l|backpack}}s.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
'''See Also:'''&lt;br /&gt;
&lt;br /&gt;
:* {{L|Weapon}}s&lt;br /&gt;
:* {{L|Armor}}&lt;br /&gt;
&lt;br /&gt;
{{Military v0.31}}&lt;br /&gt;
[[Category:Dwarves]]&lt;br /&gt;
[[Category:Military]]&lt;/div&gt;</summary>
		<author><name>Confused</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Surroundings&amp;diff=94644</id>
		<title>v0.31:Surroundings</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Surroundings&amp;diff=94644"/>
		<updated>2010-04-17T21:46:27Z</updated>

		<summary type="html">&lt;p&gt;Confused: Created page with '{{av}} {{elven}}'&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}&lt;br /&gt;
{{elven}}&lt;/div&gt;</summary>
		<author><name>Confused</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Ambusher&amp;diff=94643</id>
		<title>v0.31:Ambusher</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Ambusher&amp;diff=94643"/>
		<updated>2010-04-17T21:45:49Z</updated>

		<summary type="html">&lt;p&gt;Confused: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{elven}}&lt;br /&gt;
{{av}}&lt;br /&gt;
{{buggy|bugsection=Bugs}}&lt;br /&gt;
{{Skill&lt;br /&gt;
| color      = #080&lt;br /&gt;
| skill      = Ambusher&lt;br /&gt;
| specialty  = Hunter&lt;br /&gt;
| profession = {{L|Ranger}}&lt;br /&gt;
| job name   = Hunting&lt;br /&gt;
| tasks      =&lt;br /&gt;
* Hunt&lt;br /&gt;
}}&lt;br /&gt;
{{L|Dwarves}} with the '''hunting''' {{L|labor}} enabled automatically use the '''ambusher''' skill while hunting outside of the fortress, which allows them to sneak up on their prey. The ambusher skill is listed among the 'misc' skills. Dwarves using the ambush skill move more slowly, but, if successful, cannot be seen by enemies. Once close enough, the ambusher skill is no longer relevant, and the hunter will engage in standard {{L|combat}} with their prey using their crossbow.&lt;br /&gt;
&lt;br /&gt;
Since hunting is employed by players with varying success and your military will go after any game that looks at them funny anyway, you might be better off doing the good old 'hunt with your mlitary'. After all, your military can be told to pick a specific target, and, more convenient, to ''stop'', too.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Caveats==&lt;br /&gt;
A dwarf with the hunting labour enabled will sleep outside and drink water{{verify}}, causing unhappy thoughts{{verify}}. It may thus be necessary to watch the mood of a full-time hunter and take him off the job in time.&lt;br /&gt;
&lt;br /&gt;
Animals will appear randomly on the edge of a map, especially once the map is cleared of all wildlife. This can result in your {{L|hoary marmot|marmot}} hunter suddenly having an unpleasant chitchat with an {{L|elephant}}, {{L|giant eagle}}, or worse.&lt;br /&gt;
&lt;br /&gt;
==Adventurer mode {{verify}} ==&lt;br /&gt;
In {{L|adventurer mode}}, ambusher skill is gained by moving around while {{key|S}}neaking.  This will greatly reduce your speed just as it does in dwarf mode, but will cause hostile {{L|creatures}} to not attack you.  Until you un{{key|S}}neak or someone spots you, you will gain a small amount of {{L|experience}} in ambushing with every step.  Presently, smashing a creature's skull in with your bare hands does not count as being spotted, so the best way to tell if you're still sneaking is to check your speed in the bottom right of the screen.  Ambusher also helps prevent encounters from enemies while travelling on the world map{{verify}}.&lt;br /&gt;
&lt;br /&gt;
== Hunting ==&lt;br /&gt;
A hunter picks a mark at random, which he then pursues, ignoring other animals and enemies{{verify}}. Hunters seem to switch marks under certain circumstances. As an ambusher gets closer to his prey, there is a greater and greater chance he or she will be spotted by the animal and stop ambushing.  Higher skill allows dwarves to get closer before being spotted, and also increases the speed at which a dwarf can move while sneaking.&lt;br /&gt;
&lt;br /&gt;
Generally, though not always(?), when the dwarf is within shooting range she will move to engage. From there, the ambusher skill has no effect, and only combat skills are used.&lt;br /&gt;
&lt;br /&gt;
Upon killing the prey, a hunter will usually, though not always, carry it home{{verify}} to the {{L|butcher's shop}}{{verify}}. A hunter may kill other {{L|creatures}} that are closer to them than the fleeing mark he is intent on catching{{verify}}. They will ignore the accidental carcass and only bring home a carcass they have marked beforehand{{verify}}. This means that sometimes multiple dead critters per hunt will be lying about and start rotting around the map if you do not set the refuse orders to 'gather refuse from outside' ({{L|corpse}}s count as refuse). If you do this and have a good system of {{L|stockpile}}s, available dwarf haulers and a map free of menacing critters (like with calm {{L|surroundings}}), then you should have the outside of your fort just as tidy as the inside, and will be able to salvage the corpses. If you do that on the wrong map, you will see some dwarf carcasses added instead.&lt;br /&gt;
&lt;br /&gt;
==Postprocessing==&lt;br /&gt;
The same caution is advised to the slaughtering process. Hunters will drop carcasses directly into the butchery{{verify}}, which will make it cluttered very fast. Animals upon being butchered explode into many many parts, and the clutter will make the {{L|butcher}} work many times slower. {{L|Stockpiles}} and {{L|haulers}} are required, or your animal corpses will rot even while in the butchery and you will lose the {{L|skin}}, {{L|meat}}, {{L|fat}} and ({{L|food}}). Bones and skulls can be salvaged even from rotting corpses{{verify}}. It can also happen that your butcher is not fast enough and some hauler takes a corpse from the butchery and puts it on a refuse pile{{verify}}. Usually this shouldn't be a problem as your butcher will pick it up from there - if the refuse pile is close by.&lt;br /&gt;
&lt;br /&gt;
If you don't have a good stocking and hauling system, you will not get all of the kill, and the {{L|craftsdwarf}} unfortunate enough to need the bones from the rotted critters will have to go out alone several times to get them every time which places a huge strain on production speed and safety.&lt;br /&gt;
&lt;br /&gt;
==Dogs==&lt;br /&gt;
You can assign {{L|Dog#Hunting_Dogs|hunting dog}}s to your {{L|hunter|hunter}}s, which can sneak alongside their masters and attack the hunter's prey. You can also assign {{L|Dog#War_Dogs|War dog}}s, which are much stronger and can help take down bigger game, but cannot sneak and may rush into combat early.&lt;br /&gt;
&lt;br /&gt;
== Weapons and Tactics ==&lt;br /&gt;
You should consider training hunters in wrestling in order for them to defend themselves.  Wrestling will help them to break the jaw-grips that the enemy critter places on him, and will help the dwarf wrestle on his own and even place his own jaw grips if both of his hands are incapacitated, and is the only option if a weapon is dropped or stuck in the animal. You should also consider training them in the {{L|Weapon skill|hammerdwarf}} skill, as a crossbow is used with this skill if an animal engages in melee against a marksdwarf, and hunters will fight to the death even if they run out of {{L|bolt}}s{{verify}}.  Without bolts, he must fight with the butt of the crossbow, which functions similarly to a {{L|Dwarven_weapon#War_hammer|hammer}}.&lt;br /&gt;
&lt;br /&gt;
Using your military to hunt can be safer and more efficient than using hunters, particularly if they are agile enough to simply outrun the creatures.&lt;br /&gt;
&lt;br /&gt;
Be warned that hunters will not stop their current hunt if you disable their hunting labor; hence, your dwarf may end up hunting whatever creatures spawn next, with potentially suicidal results.  This may be avoidable by disabling the labor while hunting or returning the kill.&lt;br /&gt;
&lt;br /&gt;
== Free equipment ==&lt;br /&gt;
Any dwarf given ambusher skill at Novice level or better before embarking will get a free set of leather armor (leather armor, leather leggings, leather low or high boots, and leather helm or steel cap); a crossbow (made of copper, bronze, bismuth bronze, iron, or steel); and a quiver with 30-40 steel bolts.  All of these items will be of ordinary {{L|quality|quality}}.&lt;br /&gt;
&lt;br /&gt;
This equipment will only be given if ambusher is the dwarf's highest skill; a Proficient Ambusher/Proficient Cook will have {{L|farmer}} as a profession, and will not receive any equipment.  However, ambushers with other {{L|ranger}} skills, even ones higher than their ambusher skill, will still receive this equipment{{verify}}, as will ambushers with {{L|military}} skills at any level{{verify}}.  (Separately, military skills will not influence what equipment is given: speardwarves will arrive at the site carrying nothing, and speardwarf/ambushers will arrive with the crossbow given to all ambushers.  {{L|Armor user|Armor user}} and {{L|shield user|shield user}} have no effect either.)&lt;br /&gt;
&lt;br /&gt;
You can also get the freebies by giving a social/administration skilled dwarf a point in ambusher{{verify}}.&lt;br /&gt;
&lt;br /&gt;
Any {{L|immigration|immigrating}} hunters will receive a full set of proper equipment{{verify}}.&lt;br /&gt;
&lt;br /&gt;
A hunter armed with a {{L|crossbow}} will increase both his {{L|Marksman|marksdwarf}} and ambusher {{L|skill}}s. &lt;br /&gt;
&lt;br /&gt;
==Bugs==&lt;br /&gt;
As of 31.01 there are several severe bugs logged in the bug tracker associated with the hunting labor.&lt;br /&gt;
* Hunters refuse to wear armor [http://bay12games.com/dwarves/mantisbt/view.php?id=76] {{verify}}&lt;br /&gt;
* When hunters run out of ammo, they will not re-equip. The hunting labor must be turned off and back on for them to do so  [http://bay12games.com/dwarves/mantisbt/view.php?id=76] {{verify}} &lt;br /&gt;
* Migrant hunters sometimes arrive with the hunting labor turned off, causing them to drop their equipment at the edge of the map [http://bay12games.com/dwarves/mantisbt/view.php?id=110] {{verify}}&lt;br /&gt;
&lt;br /&gt;
{{Skills}}&lt;br /&gt;
[[Category:Skills]]&lt;br /&gt;
[[Category:Jobs]]&lt;/div&gt;</summary>
		<author><name>Confused</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Ambusher&amp;diff=94640</id>
		<title>v0.31:Ambusher</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Ambusher&amp;diff=94640"/>
		<updated>2010-04-17T21:41:57Z</updated>

		<summary type="html">&lt;p&gt;Confused: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{elven}}&lt;br /&gt;
{{av}}&lt;br /&gt;
{{buggy|bugsection=Bugs}}&lt;br /&gt;
{{Skill&lt;br /&gt;
| color      = #080&lt;br /&gt;
| skill      = Ambusher&lt;br /&gt;
| specialty  = Hunter&lt;br /&gt;
| profession = {{L|Ranger}}&lt;br /&gt;
| job name   = Hunting&lt;br /&gt;
| tasks      =&lt;br /&gt;
* Hunt&lt;br /&gt;
}}&lt;br /&gt;
{{L|Dwarves}} with the '''hunting''' {{L|labor}} enabled automatically use the '''ambusher''' skill while hunting outside of the fortress, which allows them to sneak up on their prey. The ambusher skill is listed among the 'misc' skills. Dwarves using the ambush skill move more {{L|speed|slowly}}, but, if successful, cannot be seen by enemies. Once close enough, the ambusher skill is no longer relevant, and the hunter will engage in standard {{L|combat}} with their prey using their crossbow.&lt;br /&gt;
&lt;br /&gt;
Since hunting is employed by players with varying success and your military will go after any game that looks at them funny anyway, you might be better off doing the good old 'hunt with your mlitary'. After all, your military can be told to pick a specific target, and, more convenient, to ''stop'', too.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Caveats==&lt;br /&gt;
A dwarf with the hunting labour enabled will sleep outside and drink water{{verify}}, causing unhappy thoughts{{verify}}. It may thus be necessary to watch the mood of a full-time hunter and take him off the job in time.&lt;br /&gt;
&lt;br /&gt;
Animals will appear randomly on the edge of a map, especially once the map is cleared of all wildlife. This can result in your {{L|hoary marmot|marmot}} hunter suddenly having an unpleasant chitchat with an {{L|elephant}}, {{L|giant eagle}}, or worse.&lt;br /&gt;
&lt;br /&gt;
==Adventurer mode {{verify}} ==&lt;br /&gt;
In {{L|adventurer mode}}, ambusher skill is gained by moving around while {{key|S}}neaking.  This will greatly reduce your {{L|speed}} just as it does in dwarf mode, but will cause hostile {{L|creatures}} to not attack you.  Until you un{{key|S}}neak or someone spots you, you will gain a small amount of {{L|experience}} in ambushing with every step.  Presently, smashing a creature's skull in with your bare hands does not count as being spotted, so the best way to tell if you're still sneaking is to check your speed in the bottom right of the screen.  Ambusher also helps prevent encounters from enemies while travelling on the world map{{verify}}.&lt;br /&gt;
&lt;br /&gt;
== Hunting ==&lt;br /&gt;
A hunter picks a mark at random, which he then pursues, ignoring other animals and enemies{{verify}}. Hunters seem to switch marks under certain circumstances. As an ambusher gets closer to his prey, there is a greater and greater chance he or she will be spotted by the animal and stop ambushing.  Higher skill allows dwarves to get closer before being spotted, and also increases the speed at which a dwarf can move while sneaking.&lt;br /&gt;
&lt;br /&gt;
Generally, though not always(?), when the dwarf is within shooting range she will move to engage. From there, the ambusher skill has no effect, and only combat skills are used.&lt;br /&gt;
&lt;br /&gt;
Upon killing the prey, a hunter will usually, though not always, carry it home{{verify}} to the {{L|butcher's shop}}{{verify}}. A hunter may kill other {{L|creatures}} that are closer to them than the fleeing mark he is intent on catching{{verify}}. They will ignore the accidental carcass and only bring home a carcass they have marked beforehand{{verify}}. This means that sometimes multiple dead critters per hunt will be lying about and start rotting around the map if you do not set the refuse orders to 'gather refuse from outside' ({{L|corpse}}s count as refuse). If you do this and have a good system of {{L|stockpile}}s, available dwarf haulers and a map free of menacing critters (like with calm {{L|surroundings}}), then you should have the outside of your fort just as tidy as the inside, and will be able to salvage the corpses. If you do that on the wrong map, you will see some dwarf carcasses added instead.&lt;br /&gt;
&lt;br /&gt;
==Postprocessing==&lt;br /&gt;
The same caution is advised to the slaughtering process. Hunters will drop carcasses directly into the butchery{{verify}}, which will make it cluttered very fast. Animals upon being butchered explode into many many parts, and the clutter will make the {{L|butcher}} work many times slower. {{L|Stockpiles}} and {{L|haulers}} are required, or your animal corpses will rot even while in the butchery and you will lose the {{L|skin}}, {{L|meat}}, {{L|fat}} and ({{L|food}}). Bones and skulls can be salvaged even from rotting corpses{{verify}}. It can also happen that your butcher is not fast enough and some hauler takes a corpse from the butchery and puts it on a refuse pile{{verify}}. Usually this shouldn't be a problem as your butcher will pick it up from there - if the refuse pile is close by.&lt;br /&gt;
&lt;br /&gt;
If you don't have a good stocking and hauling system, you will not get all of the kill, and the {{L|craftsdwarf}} unfortunate enough to need the bones from the rotted critters will have to go out alone several times to get them every time which places a huge strain on production speed and safety.&lt;br /&gt;
&lt;br /&gt;
==Dogs==&lt;br /&gt;
You can assign {{L|Dog#Hunting_Dogs|hunting dog}}s to your {{L|hunter|hunter}}s, which can sneak alongside their masters and attack the hunter's prey. You can also assign {{L|Dog#War_Dogs|War dog}}s, which are much stronger and can help take down bigger game, but cannot sneak and may rush into combat early.&lt;br /&gt;
&lt;br /&gt;
== Weapons and Tactics ==&lt;br /&gt;
You should consider training hunters in wrestling in order for them to defend themselves.  Wrestling will help them to break the jaw-grips that the enemy critter places on him, and will help the dwarf wrestle on his own and even place his own jaw grips if both of his hands are incapacitated, and is the only option if a weapon is dropped or stuck in the animal. You should also consider training them in the {{L|Weapon skill|hammerdwarf}} skill, as a crossbow is used with this skill if an animal engages in melee against a marksdwarf, and hunters will fight to the death even if they run out of {{L|bolt}}s{{verify}}.  Without bolts, he must fight with the butt of the crossbow, which functions similarly to a {{L|Dwarven_weapon#War_hammer|hammer}}.&lt;br /&gt;
&lt;br /&gt;
Using your military to hunt can be safer and more efficient than using hunters, particularly if they are agile enough to simply outrun the creatures.&lt;br /&gt;
&lt;br /&gt;
Be warned that hunters will not stop their current hunt if you disable their hunting labor; hence, your dwarf may end up hunting whatever creatures spawn next, with potentially suicidal results.  This may be avoidable by disabling the labor while hunting or returning the kill.&lt;br /&gt;
&lt;br /&gt;
== Free equipment ==&lt;br /&gt;
Any dwarf given ambusher skill at Novice level or better before embarking will get a free set of leather armor (leather armor, leather leggings, leather low or high boots, and leather helm or steel cap); a crossbow (made of copper, bronze, bismuth bronze, iron, or steel); and a quiver with 30-40 steel bolts.  All of these items will be of ordinary {{L|quality|quality}}.&lt;br /&gt;
&lt;br /&gt;
This equipment will only be given if ambusher is the dwarf's highest skill; a Proficient Ambusher/Proficient Cook will have {{L|farmer}} as a profession, and will not receive any equipment.  However, ambushers with other {{L|ranger}} skills, even ones higher than their ambusher skill, will still receive this equipment{{verify}}, as will ambushers with {{L|military}} skills at any level{{verify}}.  (Separately, military skills will not influence what equipment is given: speardwarves will arrive at the site carrying nothing, and speardwarf/ambushers will arrive with the crossbow given to all ambushers.  {{L|Armor user|Armor user}} and {{L|shield user|shield user}} have no effect either.)&lt;br /&gt;
&lt;br /&gt;
You can also get the freebies by giving a social/administration skilled dwarf a point in ambusher{{verify}}.&lt;br /&gt;
&lt;br /&gt;
Any {{L|immigration|immigrating}} hunters will receive a full set of proper equipment{{verify}}.&lt;br /&gt;
&lt;br /&gt;
A hunter armed with a {{L|crossbow}} will increase both his {{L|Marksman|marksdwarf}} and ambusher {{L|skill}}s. &lt;br /&gt;
&lt;br /&gt;
==Bugs==&lt;br /&gt;
As of 31.01 there are several severe bugs logged in the bug tracker associated with the hunting labor.&lt;br /&gt;
* Hunters refuse to wear armor [http://bay12games.com/dwarves/mantisbt/view.php?id=76] {{verify}}&lt;br /&gt;
* When hunters run out of ammo, they will not re-equip. The hunting labor must be turned off and back on for them to do so  [http://bay12games.com/dwarves/mantisbt/view.php?id=76] {{verify}} &lt;br /&gt;
* Migrant hunters sometimes arrive with the hunting labor turned off, causing them to drop their equipment at the edge of the map [http://bay12games.com/dwarves/mantisbt/view.php?id=110] {{verify}}&lt;br /&gt;
&lt;br /&gt;
{{Skills}}&lt;br /&gt;
[[Category:Skills]]&lt;br /&gt;
[[Category:Jobs]]&lt;/div&gt;</summary>
		<author><name>Confused</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Ambusher&amp;diff=94635</id>
		<title>v0.31:Ambusher</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Ambusher&amp;diff=94635"/>
		<updated>2010-04-17T21:35:12Z</updated>

		<summary type="html">&lt;p&gt;Confused: /* Caveats */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{elven}}&lt;br /&gt;
{{av}}&lt;br /&gt;
{{buggy|bugsection=Bugs}}&lt;br /&gt;
{{Skill&lt;br /&gt;
| color      = #080&lt;br /&gt;
| skill      = Ambusher&lt;br /&gt;
| specialty  = Hunter&lt;br /&gt;
| profession = {{L|Ranger}}&lt;br /&gt;
| job name   = Hunting&lt;br /&gt;
| tasks      =&lt;br /&gt;
* Hunt&lt;br /&gt;
}}&lt;br /&gt;
{{L|Dwarves}} with the '''hunting''' {{L|labor}} enabled automatically use the '''ambusher''' skill while hunting outside of the fortress, which allows them to sneak up on their prey. The ambusher skill is listed among the 'misc' skills. Dwarves using the ambush skill move more {{L|speed|slowly}}, but, if successful, cannot be seen by enemies. Once close enough, the ambusher skill is no longer relevant, and the hunter will engage in standard {{L|combat}} with their prey using their crossbow.&lt;br /&gt;
&lt;br /&gt;
==Caveats==&lt;br /&gt;
A dwarf with the hunting labour enabled will sleep outside and drink water{{verify}}, causing unhappy thoughts{{verify}}. It may thus be necessary to watch the mood of a full-time hunter and take him off the job in time.&lt;br /&gt;
&lt;br /&gt;
Animals will appear randomly on the edge of a map, especially once the map is cleared of all wildlife. This can result in your {{L|hoary marmot|marmot}} hunter suddenly having an unpleasant chitchat with an {{L|elephant}}, {{L|giant eagle}}, or worse.&lt;br /&gt;
&lt;br /&gt;
==Adventurer mode {{verify}} ==&lt;br /&gt;
In {{L|adventurer mode}}, ambusher skill is gained by moving around while {{key|S}}neaking.  This will greatly reduce your {{L|speed}} just as it does in dwarf mode, but will cause hostile {{L|creatures}} to not attack you.  Until you un{{key|S}}neak or someone spots you, you will gain a small amount of {{L|experience}} in ambushing with every step.  Presently, smashing a creature's skull in with your bare hands does not count as being spotted, so the best way to tell if you're still sneaking is to check your speed in the bottom right of the screen.  Ambusher also helps prevent encounters from enemies while travelling on the world map{{verify}}.&lt;br /&gt;
&lt;br /&gt;
== Hunting ==&lt;br /&gt;
A hunter picks a mark at random, which he then pursues, ignoring other animals and enemies{{verify}}. Hunters seem to switch marks under certain circumstances. As an ambusher gets closer to his prey, there is a greater and greater chance he or she will be spotted by the animal and stop ambushing.  Higher skill allows dwarves to get closer before being spotted, and also increases the speed at which a dwarf can move while sneaking.&lt;br /&gt;
&lt;br /&gt;
Generally, though not always(?), when the dwarf is within shooting range she will move to engage. From there, the ambusher skill has no effect, and only combat skills are used.&lt;br /&gt;
&lt;br /&gt;
Upon killing the prey, a hunter will usually, though not always, carry it home{{verify}} to the {{L|butcher's shop}}{{verify}}. A hunter may kill other {{L|creatures}} that are closer to them than the fleeing mark he is intent on catching{{verify}}. They will ignore the accidental carcass and only bring home a carcass they have marked beforehand{{verify}}. This means that sometimes multiple dead critters per hunt will be lying about and start rotting around the map if you do not set the refuse orders to 'gather refuse from outside' ({{L|corpse}}s count as refuse). If you do this and have a good system of {{L|stockpile}}s, available dwarf haulers and a map free of menacing critters (like with calm {{L|surroundings}}), then you should have the outside of your fort just as tidy as the inside, and will be able to salvage the corpses. If you do that on the wrong map, you will see some dwarf carcasses added instead.&lt;br /&gt;
&lt;br /&gt;
==Postprocessing==&lt;br /&gt;
The same caution is advised to the slaughtering process. Hunters will drop carcasses directly into the butchery{{verify}}, which will make it cluttered very fast. Animals upon being butchered explode into many many parts, and the clutter will make the {{L|butcher}} work many times slower. {{L|Stockpiles}} and {{L|haulers}} are required, or your animal corpses will rot even while in the butchery and you will lose the {{L|skin}}, {{L|meat}}, {{L|fat}} and ({{L|food}}). Bones and skulls can be salvaged even from rotting corpses{{verify}}. It can also happen that your butcher is not fast enough and some hauler takes a corpse from the butchery and puts it on a refuse pile{{verify}}. Usually this shouldn't be a problem as your butcher will pick it up from there - if the refuse pile is close by.&lt;br /&gt;
&lt;br /&gt;
If you don't have a good stocking and hauling system, you will not get all of the kill, and the {{L|craftsdwarf}} unfortunate enough to need the bones from the rotted critters will have to go out alone several times to get them every time which places a huge strain on production speed and safety.&lt;br /&gt;
&lt;br /&gt;
==Dogs==&lt;br /&gt;
You can assign {{L|Dog#Hunting_Dogs|hunting dog}}s to your {{L|hunter|hunter}}s, which can sneak alongside their masters and attack the hunter's prey. You can also assign {{L|Dog#War_Dogs|War dog}}s, which are much stronger and can help take down bigger game, but cannot sneak and may rush into combat early.&lt;br /&gt;
&lt;br /&gt;
== Weapons and Tactics ==&lt;br /&gt;
You should consider training hunters in wrestling in order for them to defend themselves.  Wrestling will help them to break the jaw-grips that the enemy critter places on him, and will help the dwarf wrestle on his own and even place his own jaw grips if both of his hands are incapacitated, and is the only option if a weapon is dropped or stuck in the animal. You should also consider training them in the {{L|Weapon skill|hammerdwarf}} skill, as a crossbow is used with this skill if an animal engages in melee against a marksdwarf, and hunters will fight to the death even if they run out of {{L|bolt}}s{{verify}}.  Without bolts, he must fight with the butt of the crossbow, which functions similarly to a {{L|Dwarven_weapon#War_hammer|hammer}}.&lt;br /&gt;
&lt;br /&gt;
Using your military to hunt can be safer and more efficient than using hunters, particularly if they are agile enough to simply outrun the creatures.&lt;br /&gt;
&lt;br /&gt;
Be warned that hunters will not stop their current hunt if you disable their hunting labor; hence, your dwarf may end up hunting whatever creatures spawn next, with potentially suicidal results.  This may be avoidable by disabling the labor while hunting or returning the kill.&lt;br /&gt;
&lt;br /&gt;
== Free equipment ==&lt;br /&gt;
Any dwarf given ambusher skill at Novice level or better before embarking will get a free set of leather armor (leather armor, leather leggings, leather low or high boots, and leather helm or steel cap); a crossbow (made of copper, bronze, bismuth bronze, iron, or steel); and a quiver with 30-40 steel bolts.  All of these items will be of ordinary {{L|quality|quality}}.&lt;br /&gt;
&lt;br /&gt;
This equipment will only be given if ambusher is the dwarf's highest skill; a Proficient Ambusher/Proficient Cook will have {{L|farmer}} as a profession, and will not receive any equipment.  However, ambushers with other {{L|ranger}} skills, even ones higher than their ambusher skill, will still receive this equipment{{verify}}, as will ambushers with {{L|military}} skills at any level{{verify}}.  (Separately, military skills will not influence what equipment is given: speardwarves will arrive at the site carrying nothing, and speardwarf/ambushers will arrive with the crossbow given to all ambushers.  {{L|Armor user|Armor user}} and {{L|shield user|shield user}} have no effect either.)&lt;br /&gt;
&lt;br /&gt;
You can also get the freebies by giving a social/administration skilled dwarf a point in ambusher{{verify}}.&lt;br /&gt;
&lt;br /&gt;
Any {{L|immigration|immigrating}} hunters will receive a full set of proper equipment{{verify}}.&lt;br /&gt;
&lt;br /&gt;
A hunter armed with a {{L|crossbow}} will increase both his {{L|Marksman|marksdwarf}} and ambusher {{L|skill}}s. &lt;br /&gt;
&lt;br /&gt;
==Bugs==&lt;br /&gt;
As of 31.01 there are several severe bugs logged in the bug tracker associated with the hunting labor.&lt;br /&gt;
* Hunters refuse to wear armor [http://bay12games.com/dwarves/mantisbt/view.php?id=76] {{verify}}&lt;br /&gt;
* When hunters run out of ammo, they will not re-equip. The hunting labor must be turned off and back on for them to do so  [http://bay12games.com/dwarves/mantisbt/view.php?id=76] {{verify}} &lt;br /&gt;
* Migrant hunters sometimes arrive with the hunting labor turned off, causing them to drop their equipment at the edge of the map [http://bay12games.com/dwarves/mantisbt/view.php?id=110] {{verify}}&lt;br /&gt;
&lt;br /&gt;
{{Skills}}&lt;br /&gt;
[[Category:Skills]]&lt;br /&gt;
[[Category:Jobs]]&lt;/div&gt;</summary>
		<author><name>Confused</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Magma_sea&amp;diff=94572</id>
		<title>v0.31:Magma sea</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Magma_sea&amp;diff=94572"/>
		<updated>2010-04-17T19:55:26Z</updated>

		<summary type="html">&lt;p&gt;Confused: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}&lt;br /&gt;
{{Minorspoiler}}&lt;br /&gt;
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&lt;br /&gt;
'''Magma sea'''s are large, multi-level areas of [[magma]]. These can typically be found by around Z level -120 (though this seems to vary wildly (minimum -5 maximum -450 z level)){{verify}}. The '''magma sea''' is always found below the last [[Cavern|Cavern]] level. Around and under a magma sea is {{L|semi-molten rock}}. In addition, it is not uncommon to find multiple z-levels of pillars of {{L|Adamantine}} in magma seas.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{spoiler}}&lt;br /&gt;
There is {{l|Curious_structure|a catch}} however; {{l|Hidden_Fun_Stuff|two}}, actually.&lt;/div&gt;</summary>
		<author><name>Confused</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Magma_sea&amp;diff=94569</id>
		<title>v0.31:Magma sea</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Magma_sea&amp;diff=94569"/>
		<updated>2010-04-17T19:46:45Z</updated>

		<summary type="html">&lt;p&gt;Confused: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}&lt;br /&gt;
{{Minorspoiler}}&lt;br /&gt;
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&lt;br /&gt;
'''Magma sea'''s are large, multi-level areas of [[magma]]. These can typically be found by around Z level -120 (though this seems to vary wildly (minimum -5 maximum -450 z level)). The '''magma sea''' is always found after the last [[Cavern|Cavern]] level (default is level 3). Around and under a magma sea is {{L|semi-molten rock}}. In addition, it is not uncommon to find multiple z-level pillars of {{L|Adamantine}} in magma seas. *massive spoilers!--&amp;amp;gt;* There is {{l|Curious_structure|another reason}} for it however; {{l|Hidden_Fun_Stuff|two reasons}}, to be exact.&lt;/div&gt;</summary>
		<author><name>Confused</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Template:Buggy&amp;diff=94541</id>
		<title>Template:Buggy</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Template:Buggy&amp;diff=94541"/>
		<updated>2010-04-17T18:37:03Z</updated>

		<summary type="html">&lt;p&gt;Confused: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{| style=&amp;quot;margin: 0 10%; border-collapse: collapse; background: #fbfbfb; border: 1px solid #aaa; border-left: 10px solid #ff0000; width:80%;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;padding: 0.5em 0 0.5em 0.5em; text-align: center; background:#faa&amp;quot; | [[Image:Roach.png]]&lt;br /&gt;
| style=&amp;quot;text-align:center; padding: 0.25em 0.5em; width: 100%;background:#faa&amp;quot; | This feature has one or more outstanding '''bugs''' in the current release version. Please view the {{namedanchor|{{FULLPAGENAME}}|{{#if:{{{bugsection|}}}|{{{bugsection}}}|Bugs}}|{{#if:{{{bugsection|}}}|{{{bugsection}}}|Bugs}}}} section.&lt;br /&gt;
|}&amp;lt;noinclude&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:Templates]][[Category:Warnings]]&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>Confused</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Soap&amp;diff=94538</id>
		<title>v0.31:Soap</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Soap&amp;diff=94538"/>
		<updated>2010-04-17T18:32:03Z</updated>

		<summary type="html">&lt;p&gt;Confused: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{elven}}&lt;br /&gt;
{{av}}&lt;br /&gt;
{{buggy}}&lt;br /&gt;
&lt;br /&gt;
Soap is used by dwarves for both personal cleaning and health care.&lt;br /&gt;
&lt;br /&gt;
Soap is made by combining {{L|lye}} and {{L|tallow}} in a {{L|Soap maker's workshop}}. This command must be entered through the Manager &amp;lt;br&amp;gt; screen {{k|j}}-{{k|m}}-{{k|q}}; the workshop interface is empty. This is a bug that occasionally fixes itself after requesting soap through the manager screen.&lt;br /&gt;
&lt;br /&gt;
One unit of tallow plus one unit of lye creates a single bar of soap. Only lye in barrels will be used, lye in buckets that has not yet been transferred into a barrel will not be used.&lt;br /&gt;
&lt;br /&gt;
Dwarves do not require soap to clean contaminants such as mud and blood from themselves, and instead will use pools of water or brooks. It is possible to construct bath-houses (rooms containing pools of water, a soap stockpile, and perhaps a few nice statues) so dwarves living deep underground need not venture to dangerous cave pools or surface brooks to clean off a little mud or bloodstain. For cleaning wounds and preventing infection after {{L|surgery}}, however, {{L|hospital}}s should be kept stocked with a small amount of soap.&lt;br /&gt;
&lt;br /&gt;
Soap can be stored in a bars/block stockpile.&lt;br /&gt;
&lt;br /&gt;
== Bugs ==&lt;br /&gt;
Note that the dreaded &amp;quot;[animal] cancels clean self:Area inaccessible.&amp;quot; message-spam stems from animals trying to clean themselves with soap, typically by putting it in their mouth. Sadly the only remedy seems to be to not produce soap, except for the hospital, soap stored there is safe from animals. Another workaround might be to only have soap in areas separated from animals by doors, but we know how well that works in the long run, don't we?&lt;/div&gt;</summary>
		<author><name>Confused</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Soap&amp;diff=94537</id>
		<title>v0.31:Soap</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Soap&amp;diff=94537"/>
		<updated>2010-04-17T18:31:42Z</updated>

		<summary type="html">&lt;p&gt;Confused: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{elven}}&lt;br /&gt;
{{av}}&lt;br /&gt;
{{buggy}}&lt;br /&gt;
&lt;br /&gt;
Soap is used by dwarves for both personal cleaning and health care.&lt;br /&gt;
&lt;br /&gt;
Soap is made by combining {{L|lye}} and {{L|tallow}} in a {{L|Soap maker's workshop}}. This command must be entered through the Manager &amp;lt;br&amp;gt; screen {{k|j}}-{{k|m}}-{{k|q}}; the workshop interface is empty. This is a bug that occasionally fixes itself after requesting soap through the manager screen.&lt;br /&gt;
&lt;br /&gt;
One unit of tallow plus one unit of lye creates a single bar of soap. Only lye in barrels will be used, lye in buckets that has not yet been transferred into a barrel will not be used.&lt;br /&gt;
&lt;br /&gt;
Dwarves do not require soap to clean contaminants such as mud and blood from themselves, and instead will use pools of water or brooks. It is possible to construct bath-houses (rooms containing pools of water, a soap stockpile, and perhaps a few nice statues) so dwarves living deep underground need not venture to dangerous cave pools or surface brooks to clean off a little mud or bloodstain. For cleaning wounds and preventing infection after {{L|surgery}}, however, {{L|hospital}}s should be kept stocked with a small amount of soap.&lt;br /&gt;
&lt;br /&gt;
Soap can be stored in a bars/block stockpile.&lt;br /&gt;
&lt;br /&gt;
Note that the dreaded &amp;quot;[animal] cancels clean self:Area inaccessible.&amp;quot; message-spam stems from animals trying to clean themselves with soap, typically by putting it in their mouth. Sadly the only remedy seems to be to not produce soap, except for the hospital, soap stored there is safe from animals. Another workaround might be to only have soap in areas separated from animals by doors, but we know how well that works in the long run, don't we?&lt;/div&gt;</summary>
		<author><name>Confused</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Soap&amp;diff=94461</id>
		<title>v0.31:Soap</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Soap&amp;diff=94461"/>
		<updated>2010-04-17T16:34:19Z</updated>

		<summary type="html">&lt;p&gt;Confused: clean self bug explained&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{elven}}&lt;br /&gt;
{{av}}&lt;br /&gt;
&lt;br /&gt;
Soap is used by dwarves for both personal cleaning and health care.&lt;br /&gt;
&lt;br /&gt;
Soap is made by combining {{L|lye}} and {{L|tallow}} in a {{L|Soap maker's workshop}}. This command must be entered through the Manager &amp;lt;br&amp;gt; screen {{k|j}}-{{k|m}}-{{k|q}}; the workshop interface is empty.&lt;br /&gt;
&lt;br /&gt;
One unit of tallow plus one unit of lye creates a single bar of soap. Only lye in barrels will be used, lye in buckets that has not yet been transferred into a barrel will not be used.&lt;br /&gt;
&lt;br /&gt;
Dwarves do not require soap to clean contaminants such as mud and blood from themselves, and instead will use pools of water or brooks. It is possible to construct bath-houses (rooms containing pools of water, a soap stockpile, and perhaps a few nice statues) so dwarves living deep underground need not venture to dangerous cave pools or surface brooks to clean off a little mud or bloodstain. For cleaning wounds and preventing infection after {{L|surgery}}, however, {{L|hospital}}s should be kept stocked with a small amount of soap.&lt;br /&gt;
&lt;br /&gt;
Soap can be stored in a bars/block stockpile.&lt;br /&gt;
&lt;br /&gt;
Note that the dreaded &amp;quot;[animal] cancels clean self:Area inaccessible.&amp;quot; message-spam stems from animals trying to clean themselves with soap, typically by putting it in their mouth. Sadly the only remedy seems to be to not produce soap, except for the hospital, soap stored there is safe from animals. Another workaround might be to only have soap in areas separated from animals by doors, but we know how well that works in the long run, don't we?&lt;/div&gt;</summary>
		<author><name>Confused</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User_talk:DeMatt&amp;diff=94287</id>
		<title>User talk:DeMatt</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User_talk:DeMatt&amp;diff=94287"/>
		<updated>2010-04-17T14:21:39Z</updated>

		<summary type="html">&lt;p&gt;Confused: Created page with 'So you have not noticed the message in bold at top of the page?  '''Do not copy/paste old information into new articles without verifying it first.''' --~~~~'&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;So you have not noticed the message in bold at top of the page?&lt;br /&gt;
&lt;br /&gt;
'''Do not copy/paste old information into new articles without verifying it first.''' --[[User:Confused|Confused]] 14:21, 17 April 2010 (UTC)&lt;/div&gt;</summary>
		<author><name>Confused</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Trading&amp;diff=94285</id>
		<title>v0.31 Talk:Trading</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Trading&amp;diff=94285"/>
		<updated>2010-04-17T14:08:57Z</updated>

		<summary type="html">&lt;p&gt;Confused: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Question regarding the coloring of the items being traded, It says that items in white are are created by a source other then your fortress, while brown is fortress created goods. In my first trade with the dwarven caravan two goods I know I created, a barrel holding donkey cheese and a barrel with cow's milk were colored in white. I mean, it's not exactly an issue, but is this because they an animal derived source or what? --[[User:AdmiralDread|AdmiralDread]] 05:15, 12 April 2010 (UTC)&lt;br /&gt;
:I believe for liquids in barrels it looks at whether you made the barrel, not the contents.  Perhaps for all barrel items, I'm not sure.  I personally don't trade food or drinks --[[User:Todestool|Todestool]] 14:49, 12 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
I never had wagons with DF2010. Is it just me or is there something needed except a 3wide path to one edge? Its always there and there is never a caravan with wagons, only with traders!--[[User:Niggy|Niggy]] 20:32, 12 April 2010 (UTC)&lt;br /&gt;
: I've not had wagons in this current fort either. Think it may be because I'm in a mountain biome...--[[User:Nimblewright|Nimblewright]] 10:11, 14 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
It seems to be possible in DF2010 to have no trade from the dwarves. If their civilization is too small to have any leaders of note, then there will be no caravans.&lt;br /&gt;
&lt;br /&gt;
:Yes, Wagons are out for now. This is most likely a bug as the access check screen is still in. Hm..or not? --[[User:Birthright|Birthright]] 20:00, 14 April 2010 (UTC)&lt;br /&gt;
::They're still in the raws - see creature_equipment.txt. --[[User:Quietust|Quietust]] 21:11, 14 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== late caravan ==&lt;br /&gt;
&lt;br /&gt;
The caravan used to arrive for me at exactly mid-autumn. I got my caravan in the new version at just a few days before autumn ended.  Is this the case with everyone? [[User:Greep|Greep]] 03:56, 17 April 2010 (UTC)&lt;br /&gt;
:can confirm, caravans now always come late. --[[User:Confused|Confused]] 14:08, 17 April 2010 (UTC)&lt;/div&gt;</summary>
		<author><name>Confused</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Bars&amp;diff=94284</id>
		<title>v0.31:Bars</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Bars&amp;diff=94284"/>
		<updated>2010-04-17T14:03:29Z</updated>

		<summary type="html">&lt;p&gt;Confused: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}&lt;br /&gt;
{{human}}&lt;br /&gt;
:''(For information on {{L|vertical bar}}s, see that article.)''&lt;br /&gt;
&lt;br /&gt;
'''Bars''' (always pluralized) is the unit of measure for {{L|metal}}s, as the result of {{L|smelt}}ing {{L|ore}}s, of {{L|fuel}}, used to power {{L|smelter}}s and in {{L|steel}} production, of {{L|soap}} and of the various kinds of {{L|ash}}. Bars are stored in a bar/block {{L|stockpile}}, and can be placed 10 to the {{L|bin}}.  Bars can be used as a construction material.&lt;br /&gt;
&lt;br /&gt;
For detailed information on: &lt;br /&gt;
&lt;br /&gt;
: *Metal types and bar creation, see {{L|Metal}}&lt;br /&gt;
: *Fuel types, see {{L|Fuel}}&lt;/div&gt;</summary>
		<author><name>Confused</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Kennel&amp;diff=94282</id>
		<title>v0.31:Kennel</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Kennel&amp;diff=94282"/>
		<updated>2010-04-17T14:01:07Z</updated>

		<summary type="html">&lt;p&gt;Confused: /* Kennel Tasks */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}&lt;br /&gt;
{{elven}}&lt;br /&gt;
&lt;br /&gt;
{{Building|name=Kennel|key=k&lt;br /&gt;
|job= &lt;br /&gt;
1 of&lt;br /&gt;
* {{L|Animal training}}&lt;br /&gt;
* {{L|Trapping}}&lt;br /&gt;
|construction=&lt;br /&gt;
1 of&lt;br /&gt;
* {{L|Block}}&lt;br /&gt;
* {{L|Stone}}&lt;br /&gt;
* {{L|Wood}}&lt;br /&gt;
|construction_job=&lt;br /&gt;
1 of&lt;br /&gt;
* {{L|Animal training}}&lt;br /&gt;
* {{L|Small animal dissection}}&lt;br /&gt;
* {{L|Trapping}}&lt;br /&gt;
|purpose=&lt;br /&gt;
* Train {{L|Hunting dog}}s&lt;br /&gt;
* Train {{L|War dog}}s&lt;br /&gt;
* Capture {{L|Vermin}}&lt;br /&gt;
* {{L|Tame}} {{L|Vermin}}&lt;br /&gt;
* {{L|Tame}} {{L|cage}}d wild {{L|creature}}s &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
A '''Kennel''' is a large 5x5 {{L|workshop}} for an {{L|animal trainer}}. To build a kennel you need one building material ({{L|wood}}, {{L|stone}}, {{L|metal}} {{L|bar}}) and a dwarf who has the {{L|animal training}}, {{L|Animal dissector|small animal dissection}} and/or {{L|trapping}} {{L|skills}} enabled. &lt;br /&gt;
&lt;br /&gt;
''(Note that the '''{{L|labor}}''' associated with the {{L|skill}} &amp;quot;{{L|small animal dissection}}&amp;quot; (namely &amp;quot;Extract from a dead animal&amp;quot;) is used solely at a {{L|butcher's shop}}.  But that '''skill''' is one of the three that can build a kennel, and is listed as such.  Just accept it.)''&lt;br /&gt;
&lt;br /&gt;
Training dogs and taming vermin will automatically select an appropriate creature, while taming a caged wild animal will allow you to choose exactly which animal you wish to tame.&lt;br /&gt;
&lt;br /&gt;
While the kennel's menu only offers the option 'train a war dog', in fact a wide range of animals can be trained. Also note that the queued task indeed is named 'train war animal'. The same goes for 'train a hunting dog'.&lt;br /&gt;
&lt;br /&gt;
==Kennel Tasks==&lt;br /&gt;
===Train a Hunting Dog===&lt;br /&gt;
Requires: An {{L|Cage|Uncaged}} '''tame''' animal with [TRAINABLE] or [TRAINABLE_HUNTING] and an {{L|Animal trainer}}.&lt;br /&gt;
&lt;br /&gt;
Hunting animals can be assigned ({{K|v}}-select dwarf-{{K|p}}-{{K|e}}) to follow a hunter and assist in the hunting process. They are faster and more agile than a regular tamed animal, but not as strong as a war animal and cannot be unassigned.&lt;br /&gt;
&lt;br /&gt;
===Train a War Dog===&lt;br /&gt;
Requires: {{L|Cage|Uncaged}} '''tame''' animal with [TRAINABLE] or [TRAINABLE_WAR](there are none) and an {{L|Animal trainer}}.&lt;br /&gt;
&lt;br /&gt;
A war animal is stronger than its untrained counterpart. {{L|War dog}}s make excellent companions when starting a fortress, when you can't spare many dwarves for fighting.&lt;br /&gt;
&lt;br /&gt;
===Capture a Live Land Animal===&lt;br /&gt;
Requires: {{L|Animal Trap}} and a {{L|Trapper}}.&lt;br /&gt;
&lt;br /&gt;
Direct animal trappers to attempt to capture vermin in an animal trap. The trapper will carry an animal trap around the fortress and look for vermin to pounce on; then the trap will be hauled to an animal {{L|stockpile}}. Vermin caught through this job can be eaten or transferred to cages; they can be tamed now.&lt;br /&gt;
&lt;br /&gt;
===Tame a Small Animal===&lt;br /&gt;
Requires: An {{L|Animal trainer}} and trapped vermin.&lt;br /&gt;
&lt;br /&gt;
This is used to tame vermin for adoption as pets or eaten if left alone.&lt;br /&gt;
&lt;br /&gt;
===Tame a Large Animal===&lt;br /&gt;
Requires: {{L|Traps#Cage_Trap|Caged wild animal}} and an {{L|Animal trainer}}.&lt;br /&gt;
&lt;br /&gt;
The animal trainer uses it to tame wild {{L|creatures|animals}} not already domesticated, such as those caught in cage traps.&lt;br /&gt;
&lt;br /&gt;
==Trainable Animals==&lt;br /&gt;
The following creatures can be trained into war animals or hunting animals:&lt;br /&gt;
* {{L|Cheetah}}&lt;br /&gt;
* {{L|Dog}}&lt;br /&gt;
* {{L|Dragon}}&lt;br /&gt;
* {{L|Elephant}}&lt;br /&gt;
* {{L|Giant bat}} (hunting only)&lt;br /&gt;
* {{L|Giant cave swallow}} (hunting only)&lt;br /&gt;
* {{L|Giant cheetah}}&lt;br /&gt;
* {{L|Giant eagle}}&lt;br /&gt;
* {{L|Giant jaguar}}&lt;br /&gt;
* {{L|Giant leopard}}&lt;br /&gt;
* {{L|Giant tiger}}&lt;br /&gt;
* {{L|Gorilla}}&lt;br /&gt;
* {{L|Grizzly bear}}&lt;br /&gt;
* {{L|Jaguar}}&lt;br /&gt;
* {{L|Leopard}}&lt;br /&gt;
* {{L|Lion}}&lt;br /&gt;
* {{L|Mandrill}}&lt;br /&gt;
* {{L|Polar bear}}&lt;br /&gt;
* {{L|Tiger}}&lt;br /&gt;
&lt;br /&gt;
{{buildings}}&lt;/div&gt;</summary>
		<author><name>Confused</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Bin&amp;diff=93405</id>
		<title>v0.31:Bin</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Bin&amp;diff=93405"/>
		<updated>2010-04-15T20:53:55Z</updated>

		<summary type="html">&lt;p&gt;Confused: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}&lt;br /&gt;
{{elven}}&lt;br /&gt;
{{furniture|name=Bin&lt;br /&gt;
|tile=X|bak=6|col=0&lt;br /&gt;
|wood=y&lt;br /&gt;
|metal=y&lt;br /&gt;
|glass=N&lt;br /&gt;
}}&lt;br /&gt;
A '''Bin''' is a specially made basket for certain {{L|stockpiles}}. A bin can be made from one {{L|wood|wooden log}} at a {{L|carpenter's workshop}} or forged from one {{L|metal}} {{L|bar}} at a {{L|forge}}. Bins make it possible to store lots of objects into one tile of a stockpile. A stockpile without a bin will likely fill up fast, leaving any remaining items where they are to get in the way.&lt;br /&gt;
&lt;br /&gt;
Stockpiles that use bins are {{L|ammunition|ammo}}, {{L|armor}}, {{L|bar}}s/{{L|block}}s, {{L|cloth}}, {{L|Currency|coins}}, {{L|finished goods}}, {{L|gems}}, {{L|leather}} and {{L|weapon}}s. {{L|Food}} stockpiles use {{L|barrel}}s instead of bins. Other stockpiles do not use anything at all.&lt;br /&gt;
&lt;br /&gt;
== Bugs ==&lt;br /&gt;
Due to [[DF2010:Known bugs and issues#forging Breastplate &amp;amp; Chainmail|forge reactions bug]], all metal items require only one bar to be constructed.{{version|0.31.03}}&lt;br /&gt;
{{buildings}}&lt;/div&gt;</summary>
		<author><name>Confused</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Bin&amp;diff=93402</id>
		<title>v0.31 Talk:Bin</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Bin&amp;diff=93402"/>
		<updated>2010-04-15T20:53:33Z</updated>

		<summary type="html">&lt;p&gt;Confused: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Metal Bars==&lt;br /&gt;
Is the forge only requiring 1 metal bar, or is it only '''using''' 1 bar due to [[DF2010:Known bugs and issues#forging Breastplate &amp;amp; Chainmail|this]] bug? --[[User:Quietust|Quietust]] 12:43, 15 April 2010 (UTC)&lt;br /&gt;
:I've just checked this myself - I built a metalsmith's forge, made some fuel, then ordered an iron bin to be forged while I didn't have any iron bars. &amp;quot;Urist cancels Construct Iron Bin: Needs '''3''' iron bars.&amp;quot; When something differs significantly from the previous version, it helps to make sure that it isn't a bug. --[[User:Quietust|Quietust]] 12:49, 15 April 2010 (UTC)&lt;br /&gt;
::Yep. Found that bug at bugtracker and reproduced it. Well, then I'll add a bugs sections --[[User:Peregarrett|Peregarrett]] 13:04, 15 April 2010 (UTC)&lt;br /&gt;
:::Anyone can report a bug on the tracker. People report ESC replacing space as a bug.&amp;lt;br&amp;gt;&lt;br /&gt;
:::So to evaluate reports for wiki purposes, one needs to look if Toady has acknowledged or confirmed it, or commented on it. Or, if not Toady, then at least Footkerchief or another manager. Plus if a lot of people have confirmed it.--[[User:Confused|Confused]] 20:53, 15 April 2010 (UTC)&lt;/div&gt;</summary>
		<author><name>Confused</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Bin&amp;diff=93400</id>
		<title>v0.31 Talk:Bin</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Bin&amp;diff=93400"/>
		<updated>2010-04-15T20:53:20Z</updated>

		<summary type="html">&lt;p&gt;Confused: /* Metal Bars */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Metal Bars==&lt;br /&gt;
Is the forge only requiring 1 metal bar, or is it only '''using''' 1 bar due to [[DF2010:Known bugs and issues#forging Breastplate &amp;amp; Chainmail|this]] bug? --[[User:Quietust|Quietust]] 12:43, 15 April 2010 (UTC)&lt;br /&gt;
:I've just checked this myself - I built a metalsmith's forge, made some fuel, then ordered an iron bin to be forged while I didn't have any iron bars. &amp;quot;Urist cancels Construct Iron Bin: Needs '''3''' iron bars.&amp;quot; When something differs significantly from the previous version, it helps to make sure that it isn't a bug. --[[User:Quietust|Quietust]] 12:49, 15 April 2010 (UTC)&lt;br /&gt;
::Yep. Found that bug at bugtracker and reproduced it. Well, then I'll add a bugs sections --[[User:Peregarrett|Peregarrett]] 13:04, 15 April 2010 (UTC)&lt;br /&gt;
:::Anyone can report a bug on the tracker. People report ESC replacing space as a bug.&amp;lt;br&amp;gt;&lt;br /&gt;
So to evaluate reports for wiki purposes, one needs to look if Toady has acknowledged or confirmed it, or commented on it. Or, if not Toady, then at least Footkerchief or another manager. Plus if a lot of people have confirmed it.--[[User:Confused|Confused]] 20:53, 15 April 2010 (UTC)&lt;/div&gt;</summary>
		<author><name>Confused</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Bin&amp;diff=93389</id>
		<title>v0.31:Bin</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Bin&amp;diff=93389"/>
		<updated>2010-04-15T20:40:22Z</updated>

		<summary type="html">&lt;p&gt;Confused: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}&lt;br /&gt;
{{elven}}&lt;br /&gt;
{{furniture|name=Bin&lt;br /&gt;
|tile=X|bak=6|col=0&lt;br /&gt;
|wood=y&lt;br /&gt;
|metal=y&lt;br /&gt;
|glass=N&lt;br /&gt;
}}&lt;br /&gt;
A '''Bin''' is a specially made basket for certain {{L|stockpiles}}. A bin can be made from one {{L|wood|wooden log}} at a {{L|carpenter's workshop}} or forged from one {{L|metal}} {{L|bar}}s at a {{L|forge}}. Bins make it possible to store lots of objects into one tile of a stockpile. A stockpile without a bin will likely fill up fast, leaving any remaining items where they are to get in the way.&lt;br /&gt;
&lt;br /&gt;
Stockpiles that use bins are {{L|ammunition|ammo}}, {{L|armor}}, {{L|bar}}s/{{L|block}}s, {{L|cloth}}, {{L|Currency|coins}}, {{L|finished goods}}, {{L|gems}}, {{L|leather}} and {{L|weapon}}s. {{L|Food}} stockpiles use {{L|barrel}}s instead of bins. Other stockpiles do not use anything at all.&lt;br /&gt;
&lt;br /&gt;
== Bugs ==&lt;br /&gt;
Due to [[DF2010:Known bugs and issues#forging Breastplate &amp;amp; Chainmail|forge reactions bug]], all metal items require only one bar to be constructed.{{version|0.31.03}}&lt;br /&gt;
{{buildings}}&lt;/div&gt;</summary>
		<author><name>Confused</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Known_bugs_and_issues&amp;diff=93384</id>
		<title>v0.31:Known bugs and issues</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Known_bugs_and_issues&amp;diff=93384"/>
		<updated>2010-04-15T20:38:14Z</updated>

		<summary type="html">&lt;p&gt;Confused: /* Labors */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{AV}}&lt;br /&gt;
{{elven}}&lt;br /&gt;
'''PLEASE SUBMIT BUGS TO THE OFFICIAL BUG TRACKER - THEY WON'T GET FIXED IF THEY ARE ONLY LISTED HERE.'''&amp;lt;br /&amp;gt;&lt;br /&gt;
'''[http://bay12games.com/dwarves/mantisbt/ Dwarf Fortress Bug Tracker]'''&lt;br /&gt;
&lt;br /&gt;
*Please link to the mantis tracker issue as well as the forum post if possible.&lt;br /&gt;
&lt;br /&gt;
As the version is new, and we're still discovering what bugs are, obviously a lot of unverifiable information is going to get added to this thread.  Recommend that new entries be added with &amp;quot;'''(confirmation needed)'''&amp;quot;, and that people can document each bug on the discussion page.  Once we have 2+ instances of a bug with some specific description of what's occurring, we can remove the parenthetical, or alternately, we can discuss removing unconfirmed bugs if there are issues in recreating them.  People can also link relevant posts and threads from the forums here to help document the bugs. --[[User:Squirrelloid|Squirrelloid]] 08:58, 3 April 2010 (UTC)&lt;br /&gt;
:Please also read the 'Not Actually Bugs' section before adding bug reports! --[[User:Squirrelloid|Squirrelloid]] 09:00, 3 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
==Not Actually Bugs==&lt;br /&gt;
*As megabeasts no longer die during world creation, the standard world creation will run until 1050 (Dwarf-Rapture) unless stopped. -- Andrei901, 2 April 2010, someone else check this please&lt;br /&gt;
::Not a bug.  World creation is *supposed* to run until 1050... --[[User:Squirrelloid|Squirrelloid]] 08:50, 3 April 2010 (UTC)&lt;br /&gt;
:::If you 'create world with parameters', one of the parameters which can be altered is the end year; you could lower the value to have world generation run more quickly, though the resulting world will potentially be less rich with history, legends and trappings of civilisation. [[User:Oddtwang of Dork|Oddtwang of Dork]] 16:10, 8 April 2010 (UTC)&lt;br /&gt;
*Tilesets in png format don't work?  Just a black display.&lt;br /&gt;
::Tilesets must be in .bmp format, as they always have had to be.  The .png format only works for the d# series. --[[User:Squirrelloid|Squirrelloid]] 08:50, 3 April 2010 (UTC)&lt;br /&gt;
:::A d## merge is in progress, .png will be supported soon.--[[User:Ar-Pharazon|Ar-Pharazon]] 01:32, 4 April 2010 (UTC)&lt;br /&gt;
*When choosing material for a squad item(cloak in this case) there are hundreds of &amp;quot;forgotten beast leather&amp;quot; to choose from.&lt;br /&gt;
::That's because there are lots of different forgotten beasts.  Somewhat annoying?  Yes.  Working exactly like every other source creature for leather?  Yes. --[[User:Squirrelloid|Squirrelloid]] 08:50, 3 April 2010 (UTC)&lt;br /&gt;
*Making a adamantine cloak -sometimes- results in &amp;quot;Urist McArmorer, Armorer cancels Forge adamantine cloak: Needs 10000 adamantine cloth.&amp;quot; Also needed 15000 strands to make wafers.  Update: this happens if you don't have enough cloths, I had 4 adamantine cloths in this case. If you have enough it works nicely. (The actual required number is much less than 15,000.  It's closer to something like 10 adamantine strands.  This is probably due to the fact that cloth can be consumed &amp;quot;in pieces&amp;quot; now for medical purposes).&lt;br /&gt;
*&amp;quot;Clothier canceled construct silk bag: needs 1000 cloth&amp;quot;: http://www.bay12games.com/forum/index.php?topic=51953.msg1123552#msg1123552&lt;br /&gt;
::This is working as intended.  Cloth is now measured in smaller units than individual pieces.  If anything, the bug is that the game isn't telling you how much cloth each cloth item represents. --[[User:Squirrelloid|Squirrelloid]] 08:52, 3 April 2010 (UTC)&lt;br /&gt;
*Cats and Dogs - Including kittens, puppies, and War/Hunting variants - are similarly listed twice.&lt;br /&gt;
::They're listed twice because they separately list males and females.  WAD. --[[User:Squirrelloid|Squirrelloid]] 09:05, 3 April 2010 (UTC)&lt;br /&gt;
*Weird red C in top left corner - &amp;quot;&amp;lt;span style=&amp;quot;color:#FF0000; background:#B22222&amp;quot;&amp;gt;''' C '''&amp;lt;/span&amp;gt;&amp;quot; means new combat report, &amp;quot;&amp;lt;span style=&amp;quot;color:#00FF00; background:#008000&amp;quot;&amp;gt;''' H '''&amp;lt;/span&amp;gt;&amp;quot; means new hunting message, &amp;quot;&amp;lt;span style=&amp;quot;color:#48D1CC; background:#008080&amp;quot;&amp;gt;''' S '''&amp;lt;/span&amp;gt;&amp;quot; means new sparring message. Feature, not bug: http://www.bay12games.com/forum/index.php?topic=52514.0&lt;br /&gt;
*No option for magma in the finder, this is because [[magma]] is guaranteed everywhere now.&lt;br /&gt;
*Corpses sitting in refuse piles turn into skeletons rather than piles of bones, in fact in the 2+ years I started my fort I haven't seen a single bone or shell in my refuse stockpile and yes, we've been eating fish too.  I think bones are gone or something.  Haven't tried butchering animals yet, though, so confirmation please...&lt;br /&gt;
::Arena Mode allows skeletons to be butchered into bones and a skull. Fortress Mode should be the same&lt;br /&gt;
::Dwarves automatically take skeletons, partial skeletons and limbs from the refuse stockpile and butcher them to produce only bones and skulls. (confirmation needed)&lt;br /&gt;
::They don't, while a few dwarfs have nothing but butchery enabled.&lt;br /&gt;
:::Only butcherable are accepted for turning skeletons into bones.  This seems to mean that goblins and the like cannot be harvested for their bones anymore. --[[User:Squirrelloid|Squirrelloid]] 12:58, 15 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Embarking ==&lt;br /&gt;
&lt;br /&gt;
*You can embark with some rather unrealistic prepared foods (such as the aforementioned fly brains, which in real life go at about 900 thousand brains to the pound). This may be related to further issues involving vermin's organs.&lt;br /&gt;
*All fish are mentioned 2x.  See http://www.bay12games.com/forum/index.php?topic=51953.msg1123220#msg1123220&lt;br /&gt;
*I find that I am unable to add items or skill points to my dwarves on the embarking screen.  I'm using Mayday's graphics pack.  I'm not sure what the cause of this is or if I'm just missing something obvious. (Explanation/Confirmation needed)&lt;br /&gt;
&lt;br /&gt;
: ((signing your posts helps, and it just means you need to free up expedition points (cancel an item)))[[User:Kenji 03|Kenji 03]] 11:32, 5 April 2010 (UTC).&lt;br /&gt;
::I thought it might be that I needed to free up points too, but the counter shows that I have points-a-plenty.  I'm also unable to subtract items from my embarkation list.--[[Special:Contributions/67.166.145.39|67.166.145.39]] 02:51, 6 April 2010 (UTC)&lt;br /&gt;
::I can confirm this. It happens in vanilla too apparently.  Hit &amp;quot;esc&amp;quot; and go to you custom binds and rest your + and - keys.  Do the same for the */ keys.&lt;br /&gt;
:::I use an external NumPad with my laptop, and toggling NumLock on it can change the behaviour of keys like these. [[User:Oddtwang of Dork|Oddtwang of Dork]] 16:14, 8 April 2010 (UTC)&lt;br /&gt;
:::: What are you guys talking about? I've had no problems, nor have I seen any complaints about this on the bug tracker which I have been watching actively. [[User:Doctorzuber|Doctorzuber]] 16:29, 11 April 2010 (UTC)&lt;br /&gt;
:::::I guess they are talking about not having a US keyboard or being on a laptop. The first hurdle for me a long time back with DF was figuring out what actual keys work ;) Now that we have keybinds this is all easier, but we need to tell people more that they can change any key they want. --[[User:Confused|Confused]] 20:29, 15 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
*After embarking with items that was listed two times in list game crashes.{{verify}}&lt;br /&gt;
:Unconfirmed, though people on [[DF2010 Talk:Embark]] say that this is false. [[User:Garanis|Garanis]] 23:30, 9 April 2010 (UTC)&lt;br /&gt;
:I believe this one to be false, they are probably crashing for a different reason. [[User:Doctorzuber|Doctorzuber]] 16:25, 11 April 2010 (UTC)&lt;br /&gt;
*Cannot seem to quit from embark screen.  Esc. does nothing, is this a bug?  Also, had to hunt down process to quit.  [[Special:Contributions/72.152.246.212|72.152.246.212]] 14:48, 7 April 2010 (UTC)&lt;br /&gt;
:Possibly the menu key has become bound to something other than Esc? [[User:Oddtwang of Dork|Oddtwang of Dork]] 16:14, 8 April 2010 (UTC)&lt;br /&gt;
:Confirmed, You cannot quit once you press &amp;quot;Dwarf forteress&amp;quot; until you've actually embarked. [[Guest]] 8 April 2010&lt;br /&gt;
:This is accurate. Much as I hate this one, it could be argued that this is a design choice. [[User:Doctorzuber|Doctorzuber]] 16:27, 11 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Sites ==&lt;br /&gt;
&lt;br /&gt;
*Magma pipes in volcanoes extend to the top of the map, past the mountain itself.&lt;br /&gt;
*Magma tubes remain the same shape and size the whole way down and may be square. See http://www.bay12games.com/forum/index.php?topic=52412.0 (for the above as well)&lt;br /&gt;
&lt;br /&gt;
== Buildings and Zones ==&lt;br /&gt;
&lt;br /&gt;
*Can't farm on dry soil underground. See http://www.bay12games.com/forum/index.php?topic=51951.msg1123336#msg1123336&lt;br /&gt;
*Construction and/or deconstruction can occasionally force some dwarves to idle.  See: http://www.bay12games.com/forum/index.php?topic=51953.msg1123250#msg1123250&lt;br /&gt;
*Dwarves raid elf (all?) caravans for cloth (maybe thread as well) for the hospital zone. (confirmed. Won't happen if your hospital zone has no room in it's containers for the items, though). (confirmed to raid dwarven caravans as well)&lt;br /&gt;
** They also try to eat elf food at the Depot, but realize their mistake halfway and stop... then try again... you can see where this is going.&lt;br /&gt;
*Emptied murky ponds refill much faster than they used to. A decent sized pond that's been mined into can now flood your fortress if it starts raining (confirmation required)&lt;br /&gt;
**I believe that this is because rain will now fall at different rates, or so I've observed. Meaning you'll either get a downpour or a light sprinkle, or somewhere in between, and It will fill pools accordingly.&lt;br /&gt;
*There are currently no (or occasionally very few) fish. This includes brooks, rivers, oceans, ponds, lakes (underground and otherwise). You may get a few turtles sometimes. No known workaround: http://www.bay12games.com/forum/index.php?topic=52217.0&lt;br /&gt;
**Known bug that is confirmed as resolved by toady on the bug tracker. Should be fixed in 31.04&lt;br /&gt;
&lt;br /&gt;
== Combat ==&lt;br /&gt;
&lt;br /&gt;
*Some combat maneuvers have no effect.  See: http://www.bay12games.com/forum/index.php?topic=51953.msg1123104#msg1123104&lt;br /&gt;
**Attempting to grab a bodypart with a weapon leads to &amp;quot;you grab *** by *** with your *weapon* but nothing is grabbed&lt;br /&gt;
**Attempting to &amp;quot;pinch&amp;quot; various body parts shows &amp;quot;you adjust you grip on***&amp;quot; and nothing else.&lt;br /&gt;
*Alligators can wear armor (same post as above)&lt;br /&gt;
*Non-alive creatures (like bronze colossuses, zombies and blizzard men) cannot be destroyed (possibly because they can't bleed to death nor have their brain destroyed).  However arena testing has revealed that [[dragonfire]] can melt bronze colossuses.  See http://www.bay12games.com/forum/index.php?topic=51953.msg1123220#msg1123220&lt;br /&gt;
:: I had the same problem with skeletal animals. Even a skeletal groundhog fought on without nearly every limb or organ. But they can be killed: A 16 z-level drop does do the trick. --[[User:Doub|Doub]] 11:13, 6 April 2010 (UTC)&lt;br /&gt;
*Shield-bashing has no effect with a wooden shield: http://www.bay12games.com/forum/index.php?topic=51953.msg1123499#msg1123499&lt;br /&gt;
*The default settings are such that your military dwarfs will train, train, train, and possibly starve in the process. See {{L|Military/Guide}}, &amp;quot;Getting your squad to do something&amp;quot;, for details.&lt;br /&gt;
*Dwarves will continue to train in barracks even after being removed from a squad. (Because they are completing the task they started before they will move on to something else, changing your alert helps here as well).&lt;br /&gt;
*{{L|Wrestling}} will take much longer than combat using any kind of Weapon (unlike in 40d), this is due to the fact that a wrestler will have a very hard time making an opponent either bleed to death or have their brain destroyed.  A single wrestler, completely untrained, can take on a pack of 5 Crawls in about 20 minute (at 50fps) if Urist McWrestler goes into a martial state.  But a Dwarf with an Adamantine battle axe, even if completely untrained, can cut through 5 Crawls in about 5 minutes (at 50fps).&lt;br /&gt;
::I would reword that as &amp;quot;uberpowered wrestling is gone and has been nerfed, so that it is as useless as it should be&amp;quot; :)&lt;br /&gt;
*[[Thirsty]] and [[Hungry]] tags are guaranteed to appear for any soldier (as they are when a dwarf does anything else in this release) because Dwarves will now try to complete a task before they eat/drink.  (While I have yet to have a wrestler pass out due to not eating/drinking, they will be wrestling in combat until they kill their target)[[User:Kenji 03|Kenji 03]] 11:44, 5 April 2010 (UTC).&lt;br /&gt;
&lt;br /&gt;
== Labors ==&lt;br /&gt;
&lt;br /&gt;
*Hunting Issues.  See: http://www.bay12games.com/forum/index.php?topic=51953.msg1123228#msg1123228&lt;br /&gt;
*Miners now cancel mining designations when they can't reach them: http://www.bay12games.com/forum/index.php?topic=51953.msg1123272#msg1123272&lt;br /&gt;
*Metal goblets are always iron, regardless of input: http://www.bay12games.com/forum/index.php?topic=51953.msg1123533#msg1123533 (Not true; I've made tons of copper goblets using copper bars)&lt;br /&gt;
*Manager screen doesn't show you materials for traction benches: http://www.bay12games.com/forum/index.php?topic=51953.msg1123533#msg1123533&lt;br /&gt;
*Workers are too dedicated, dehydrate themselves: http://www.bay12games.com/forum/index.php?topic=51953.msg1123599#msg1123599&lt;br /&gt;
*Cooking with alcohol is buggy: http://www.bay12games.com/forum/index.php?topic=51953.msg1123702#msg1123702&lt;br /&gt;
*When crafting shell crafts, craftsdwarves never actually produce a shell craft, but instead sit forever with the same shell, with their skills increasing. (confirmation required)&lt;br /&gt;
*Dwarves take orders to prepare meals with liquid ingredients like dwarven syrup, wine, and rum, but almost never do it and instead dump the liquid inside the kitchen where it sits cluttering it up and can't be moved...  Because it's liquid.&lt;br /&gt;
::Using dwarven syrup works just fine for me, but my cook always grabs at least one solid ingredient.  Ie, 3 stacks of syrup + one stack of cheese -&amp;gt; finished and edible meal. --[[User:Squirrelloid|Squirrelloid]] 17:54, 5 April 2010 (UTC)&lt;br /&gt;
*Making Rock Short Sword results in a wooden short sword. Especially annoying when making an adamantine sword! (multiple reports)&lt;br /&gt;
::Is this before or after setting the rock to be allowed for non-economic use in the 'z' screen?&lt;br /&gt;
*Wood cutter.  Tried to upgrade his axe to a steel one, never cut another tree in his life after being forced to dump his copper battle axe.  It's like wood cutting had a seperate profile and he was the only one excluded;  Sure enough, turned one of my jewelers into wood cutter and it worked fine for him.&lt;br /&gt;
*Woodcutters can chop down trees with (wooden) training axes.&lt;br /&gt;
*Immigrants arrive with only peasant labors enabled, even if they are legendary jewelers or whatever. They may sometimes have weird labors enabled. (Stonecrafting master lye makers) No known workaround, manually check each immigrants labors.&lt;br /&gt;
*In the {{k|o}}rders menu, there are options (in {{k|W}}orkshops) for auto {{k|b}}utcher, auto {{k|k}}itchen and auto {{k|f}}ishery. All three of these respond to {{k|b}} only, {{k|k}} and {{k|f}} do nothing.&lt;br /&gt;
*Parties never end, sometimes eating up half the labor force.&lt;br /&gt;
::You ever waited for parties to actually end in .40d?  Just undesignate the statue garden or whatever and the party ends =)&lt;br /&gt;
::That's the workaround I took, except I had to get rid of the dining room.  In any case, it's still a bug.&lt;br /&gt;
* Soap-making task is missing from the workshop. Issuing work order through the manager does work.&lt;br /&gt;
&lt;br /&gt;
* Making waterskin in leather works results in a weird item called &amp;quot;flask&amp;quot; (simply that, no mention of leather or whatever) that is never used and stays forever in the workshop. Those don't seem to cause clutter in the workshop either.  (A metal variant (Ex. Iron) is now capable of being created at a metal smith, probably causing this bug.  Soldiers will carry an Metal Flask).&lt;br /&gt;
Miners will sometimes dig into underground seas with no &amp;quot;Damp Stone&amp;quot; notification prior to that.&lt;br /&gt;
*Dwarves will occasionally go exceptionally out of their way to get a material while a giant stockpile is sitting beside them (I saw my carpenter travel half the map to get a log while there was a stockpile of 20 logs beside him)&lt;br /&gt;
:This will happen if the stockpiled items are already reserved for another task (sometimes happens en masse if you're designating constructions from the material). If this still functions as it did in 40d, dwarves will count the number of tiles to an item 'as the crow flies' rather than checking the actual pathfinding distance, meaning that they regard items above or below their workshop as being very nearby even if the travel distance to reach them is substantial. [[User:Oddtwang of Dork|Oddtwang of Dork]] 16:20, 8 April 2010 (UTC)&lt;br /&gt;
:True, but I wasn't using wood for anything, only had 2 carpenters active and the wood was on the same Z plane as my workshops. The usual explanation doesn't fly for the one event I saw.&lt;br /&gt;
*Cancelling a job at the metalsmith can jam the shop if the item was being actively produced at that time (cancelled job to stop untrained armorer from working on an adamantium plate armor, shop jammed and no other orders ever went through. Ordered deconstruction and then halted deconstruction to clear this up).&lt;br /&gt;
*Adamantne plate armor takes only a single waifer to make and is worth considerably less than an adamantine battle axe at par crafting value. This is despite claiming to need 3 material to produce 1 plate armor.&lt;br /&gt;
&lt;br /&gt;
== Moods ==&lt;br /&gt;
&lt;br /&gt;
*Fey moods can request body parts (!!!): http://www.bay12games.com/forum/index.php?topic=51953.msg1123573#msg1123573&lt;br /&gt;
**Animal bones satisfies the body parts request. &lt;br /&gt;
**Animal parts (Remains, &amp;quot;body parts&amp;quot;, &amp;amp; corpses) that appear in the stock menu will NOT satisfy this request.  Skulls &amp;amp; &amp;quot;Bones&amp;quot; found via the {{k|k}} menu will also NOT satisfy this request. (See save file on [[User:Kenji_03|my userpage]] page)&lt;br /&gt;
***Same situation here. I have tons of bones, sculls, hoofs, horns, hair, cartilages etc., none of this seems to satisfy my moody dwarf. Maybe he wants something like shells (which is impossible to get due to the lack of fish) or ivory/tusks or something else I can't get, but it needs to be more specific anyway.&lt;br /&gt;
**This can mean bones OR shells, possibly more.&lt;br /&gt;
*Fey moods can request &amp;quot;rock bars.&amp;quot;  Upon further review, this means &amp;quot;metal bars&amp;quot;&lt;br /&gt;
&lt;br /&gt;
== Creature Data ==&lt;br /&gt;
&lt;br /&gt;
*Descriptions sometimes take strange objects ('She likes to consume she'): http://www.bay12games.com/forum/index.php?topic=51953.msg1123533#msg1123533&lt;br /&gt;
*When iron men and Bronze Colossuses die, the statues that make up their corpses adopt images of creatures (I.e: Statue of a dwarf 1) and events. - feature; the molten metal falling from them will make statues out of any corpses below where they died (tested and confirmed)&lt;br /&gt;
** In addition, the statues are quite tiny compared to the colossus itself - about the size of their noses.&lt;br /&gt;
*Giants and giantesses are mapped to the wrong gender.&lt;br /&gt;
*Unicorns give birth to elk fawns.&lt;br /&gt;
*Mountain goat fawns are called &amp;quot;Stray Horse foal&amp;quot;, although having all the features of a mountain goat.&lt;br /&gt;
** Confirmed, this is due to what is assumed to be a copy/paste error in the raws - The raws list &amp;quot;Mountain goat kid&amp;quot; as well as &amp;lt;b&amp;gt;&amp;quot;Horse foal&amp;quot;&amp;lt;/b&amp;gt; as possible child names, so it randomly picks one.&lt;br /&gt;
*in BODY_DETAIL_PLAN:STANDARD_HEAD_POSITIONS both eye lids are around the right eye and clean the left eye&lt;br /&gt;
*not so much a bug as a quibble. Prepared monarch butterfly brains were being sold by a local human caravan to me. Does this strike anyone else as... a tad unfulfilling?&lt;br /&gt;
&lt;br /&gt;
== Stockpiles ==&lt;br /&gt;
*Problems with categorization. (Stone is considered metal) See http://www.bay12games.com/forum/index.php?topic=51953.msg1123178#msg1123178 http://www.bay12games.com/dwarves/mantisbt/view.php?id=157&lt;br /&gt;
*Custom stockpile options don't seem to always work: http://www.bay12games.com/forum/index.php?topic=51953.msg1123474#msg1123474&lt;br /&gt;
*Dead vermin never seem to rot: http://www.bay12games.com/forum/index.php?topic=51953.msg1123731#msg1123731&lt;br /&gt;
**Dead anything for that matter...&lt;br /&gt;
*&amp;quot;Take from stockpile&amp;quot; is broken: http://www.bay12games.com/forum/index.php?topic=52126.0&lt;br /&gt;
&lt;br /&gt;
== Arena ==&lt;br /&gt;
*Graphics mode does not work with arena.&lt;br /&gt;
&lt;br /&gt;
== Military ==&lt;br /&gt;
*Copying an empty order causes an immediate crash. See http://www.bay12games.com/dwarves/mantisbt/view.php?id=83 -- '''Fixed''' {{version|0.31.03}}&lt;br /&gt;
*Going to the schedule grid of the inactive group causes an immediate crash. See http://www.bay12games.com/dwarves/mantisbt/view.php?id=156 -- '''Fixed''' {{version|0.31.03}}&lt;br /&gt;
*Dwarves who are assigned to squads seem to be permanently affixed to the soldier life - changing schedules, training options, switching out dwarves, disbanding the squad: nothing works. All they do is eat, drink, sleep, Individual Combat Drill and take Kill orders. (multiple reports, bug incidence somewhat inconsistent, deconstructing assigned barracks sometimes helps)&lt;br /&gt;
*Similarly to the issue above, squads can also get into a &amp;quot;permanent civilian life&amp;quot; and will never go into &amp;quot;recruit mode&amp;quot; unless ordered to &amp;quot;station&amp;quot; or &amp;quot;Kill a target&amp;quot;, upon canceling this order they will go back to civilian mode.  (Although they will perform individual combat drills, but in civilian garbs unless you replaced their equipment)((Confirmation needed))[[User:Kenji 03|Kenji 03]] 11:54, 5 April 2010 (UTC).&lt;br /&gt;
:I've had this happen aswell. --[[User:DUMBELLS|dUMBELLS]] 22:13, 8 April 2010 (UTC)&lt;br /&gt;
:You mean they're supposed to not be civilians while training? Oh... yeah maybe that is a bug, never seen anything else personally - foarl 10:19, 09 April, 2010&lt;br /&gt;
*Bolts assign to a squad that is then disbanded do not free up for use by other squads automatically.&lt;br /&gt;
&lt;br /&gt;
== Injuries ==&lt;br /&gt;
*Dwarf with compound fracture and mangling on his toe's nail and skin never recovered, surgeons performed &amp;quot;surgery&amp;quot; on said dwarf for years but nothing ever healed. (confirmation required)&lt;br /&gt;
**Confirmed. Red-coloured third finger of the left hand was operated on several times, up to about a month. After that, the surgeon wandered off to see to his needs, or the patient was given sustenance, thus breaking the operation.&lt;br /&gt;
*Surgeon provided constant &amp;quot;suturing,&amp;quot; each time using up thread.  May be related to above problem.&lt;br /&gt;
*blood that never seems to dry. I have a small spattering of blood from combat that happened in my first year that has turned the entrance of my fortress into a nearly constantly spreading wave of blood (high traffic area, keeps getting smeared). Also, killed a giant scorpion in year 2, as of year 4 I got unlazy and told my dwarves to dump it down my trash shoot leading 155z levels down into a lava pit. Even after 2 years of not being touched, I found scorpion ichor on the walls of my trash shoot.&lt;br /&gt;
**Confirmed. My hunters were chasing some aligators the first season I've embarked, now it's year 5 and there's blood all over the map. Same goes for goblins/trolls/whatever. On one tile in front of my fort, I have over 80 blood spatterings ;D [[User:Fuco|Fuco]] 15:32, 11 April 2010 (UTC)&lt;br /&gt;
*Specifically, any blood smear or pool can spread indefinitely.  The most common problem is a pool of blood in a high-traffic area.  This causes every dwarf that touches it to get blood on them.  Each dwarf will then eventually wash it off, creating another pool of blood by the well, which is likely another high-traffic area.  Eventually you end up with the dining room and food stockpiles all coated with several dozen different creatures' blood.  Probably the best fix would be causing blood to &amp;quot;move&amp;quot; rather than &amp;quot;spread&amp;quot;. [[User:Theothersteve7|Theothersteve7]] 17:46, 15 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Items ==&lt;br /&gt;
&lt;br /&gt;
*Eating a masterwork meal will cause the cook to suffer art defacement.&lt;br /&gt;
*Quarry bush leaves do not appear in the kitchen menu and the Dwarves will not cook them, rendering them useless except for trading. (Resolved as of 0.31.02)&lt;br /&gt;
&lt;br /&gt;
*Obsidian does not appear in the accounting stone menu&lt;br /&gt;
&lt;br /&gt;
==Nobles==&lt;br /&gt;
*My dwarves had a bit too much [[fun]], dying down to the last 4 dwarves, my nobles were killed and so on. This resulted in the Nobles-list to be emptied of noble-slots except for military nobles.. only happened once, but I had to abandon the fortress since the list stayed empty after the population growing to 30+ without a possibilty to appoint brokers or managers.&lt;br /&gt;
&lt;br /&gt;
::Confirmed. With my starting party, the expedition leader became stark raving mad, from this point the leaders noble positions disappeared from the noble screen (bookkeeping, manager, leader, etc), only military and health-related stuff remained. After he died from starvation/dehydratation, nothing changed. [[User:Jj|Jj]] 16:47, 4 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
::Second that. Mayor/broker died, and the positions became unavailable along with still vacant sheriff slot. Manager, bookkeeper and medical/military positions remained as they were, though. --[[User:Ashmore|Ashmore]] 02:26, 5 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
::Thirded. I've had this happen too. --[[User:Talkir|Talkir]] 11:20, 11 April 2010 (GMT)&lt;br /&gt;
&lt;br /&gt;
::Don't be too quick to abandon.  Once your Dwarfs elect a new mayor, the ability to appoint the other Nobles will reappear, even if every Noble position had previously disappeared. --[[User:TeDDD|TeDDD]] 11:20, 12 April 2010 (GMT&lt;br /&gt;
&lt;br /&gt;
*My old Mayors (who have been voted out and replaced) are continuing to demand accomodations befitting a mayor and making mandates.  I can check their mandates by going to that specific dwarf's thoughts, but is this intended?&lt;br /&gt;
:I've also noticed mayors not getting demoted. My new mayor wanted his bedroom and such, but when I went to reassign the rooms I noticed that the old mayor was still referred to as a mayor in the room assignment screen.&lt;br /&gt;
&lt;br /&gt;
== Graphics ==&lt;br /&gt;
*Arena does not work for graphics mode.&lt;br /&gt;
*After generating a world and embarking, you may notice missing tiles. Restart DF to fix.&lt;br /&gt;
*In the 'z'-status menu, there is no image for my nobles/administrators. Instead, there is an empty space where the purple dwarf should be.&lt;br /&gt;
&lt;br /&gt;
-------&lt;br /&gt;
Currently updated through post 77 of the .31.01 bug thread, except for Arena bugs&lt;br /&gt;
&lt;br /&gt;
== Saves ==&lt;br /&gt;
*Renaming a save (ex. &amp;quot;Region2-spr-1050&amp;quot; to &amp;quot;Region2&amp;quot;) will invalidate the save, even if you give the save it's original name back.  If you must back-up a save manually, putting it into a zip/rar file seems to preserve it's ability to be reloaded. ((Confirmation needed))[[User:Kenji 03|Kenji 03]] 11:56, 5 April 2010 (UTC)&lt;br /&gt;
:I've been renaming saves at will, both manual saves ({{k|Exc}}, &amp;quot;Save&amp;quot;) and auto-seasonal saves -  never a problem. Because the files are larger and the game more &amp;quot;cumbersome&amp;quot;, the process of saving is taking longer - betcha a dwarfbuck it's the equiv of the old Nemesis Unit crash, as described here: [http://www.bay12games.com/forum/index.php?topic=34936.0]. When saving, do NOT rename or move or delete any file involved in the save (the source or target) ''until you are sure the save is 100% complete'' - then, knock yourself out. However,iirc, there was also a problem if the file that was ''opened'' for a game is then deleted or renamed - the game doesn't re-save the entire thing, but will &amp;quot;recreate&amp;quot; the same folder name as it opened, giving ''the appearance'' of a proper save. Migtht have changed since 40d, but might not. (Read forum discussion for complete explanation). --[[User:Albedo|Albedo]] 00:07, 9 April 2010 (UTC)&lt;br /&gt;
:+1 Copying and renaming of save folders should only be done when you are out of the game. Nowadays (though already in 40d too) the game somewhat continuously reads and writes from the folder. I have copied and renamed save folders with no prob. Because I am paranoid i also move them out of the [save] folder, but I doubt its really necessary. The zip/rar part is nonsense. --[[Special:Contributions/92.202.121.225|92.202.121.225]] 21:23, 9 April 2010 (UTC)&lt;br /&gt;
:Never had a problem and I rename saves all the time. I always completely close the game before renaming a save. [[User:Doctorzuber|Doctorzuber]] 18:30, 11 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
==forging Breastplate &amp;amp; Chainmail==&lt;br /&gt;
A metal breastplate currently only requires 1 bar of a metal to forge; however, when out of bars, the [[announcement]] seen reads &lt;br /&gt;
:''&amp;quot;Urist McArmorsmith cancels forge &amp;lt;x-metal&amp;gt; breastplate: needs 3 &amp;lt;x-metal&amp;gt; bars.&amp;quot;'' &lt;br /&gt;
A similar situation exists with chainmail ([[40d:chain armor]]), but with an announcement re &amp;quot;2 bars&amp;quot;.  Since in 40d a breastplate ([[40d:plate armor]]) required 3 bars and chain required 2, it's a good bet that this can be viewed as a bug. Tried mulitple times with copper, bronze and bis-bronze (not w/ steel or adamantine). (Conf needed, I suppose)--[[User:Albedo|Albedo]] 00:07, 9 April 2010 (UTC)&lt;br /&gt;
: I can confirm this. And it appears to apply to all metals, and all metal items. An iron breastplate only needed 1 bar (I checked, there was only 1 bar in the workshop when he started working) and the job was only cancelled when (checking the stocks screen) there were no bars left, but I still got the &amp;quot;needs 3 bars&amp;quot; message. Same with greaves, except it said &amp;quot;needs 2 bars&amp;quot;. It also seems to need only one adamantine wafer to produce anything, which is particularly jarring. I'm currently drowning in metal crap. Definitely a bug. --[[User:Mr Frog|Mr Frog]] 20:25, 9 April 2010 (UTC)&lt;br /&gt;
: Can confirm this happens with metal bins as well, needing only one bar but mentioning 3 when you don't have any.  It's possible that this does *not* happen for metal barrels.  Possibly connected to some jobs being titled &amp;quot;forge&amp;quot; and some &amp;quot;construct&amp;quot;? -- Narmio&lt;br /&gt;
:Just an interesting note on mechanics I noticed because of this bug. It bases the value of an item off the number of bars in it, so my adamantium breast plates are worth less than an adamantium axe (multipliers involved I'm sure) for any level of crafting. -Foarl&lt;br /&gt;
&lt;br /&gt;
==Trading and Depot==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;s&amp;gt;Traders stay a long time. So long that an elven caravan didn't move and another human caravan already came before they had a chance to do anything like LEAVE (stupid hippies with their vast number of useless items on warthogs, seems to slow them down a lot). Never saw this in the first version.&amp;lt;/s&amp;gt; -foarl&lt;br /&gt;
: Turns out the elves are just bugged. The human caravan came and went but the elves are still just sitting there a full season later. I'm contemplating killing them with my military to see how the adamantium platemail holds up with the new combat system.&lt;br /&gt;
: (Probably reproducible, but I have not done thorough testing) If a depot is assigned for dismantling while caravan arrives, a diplomat leaves unhappy. While this might be pretty normal, the diplomat will continue leaving unhappy every year regardless of the depot.&lt;br /&gt;
:: This behavior is believed to be caused by a bug in the wealth calculation. In some cases it will &amp;quot;find&amp;quot; a large amount of stuff down in the underground areas adding a very large number to your wealth which results in traders coming with truly absurd amounts of trade goods. [[User:Doctorzuber|Doctorzuber]] 18:32, 11 April 2010 (UTC)&lt;br /&gt;
:Forbid your depot ({{k|t}} - {{k|f}}) and they'll begone! -Manslay&lt;br /&gt;
:: Personally, I think this may not be a bug, but rather an odd way the pack-up-time is calculated.  If you trade an enormous number of individual objects, they seem to stick around longer.  This is common with the elves because people tend to use wooden bins.[[User:Theothersteve7|Theothersteve7]] 17:49, 13 April 2010 (UTC)&lt;br /&gt;
:::I've seen this happen quite a bit as well. However, I don't think that is the case. I always trade individual items (why get rid of perfectly good bins?) and the human/dwarven caravans don't linger as long as the elves do.--[[User:Kuroneko|Kuroneko]] 18:14, 14 April 2010 (UTC)&lt;br /&gt;
::::This is because creatures that the elves come with do not have pack animal values set on them, yet elves are able to use any creature as a pack animal. For example, check what is carrying their goods when they arrive: often it'll be warthogs or something similar, which do not have trade capacity values and thus the game probably sets them to max. Which makes them carry enormous, ridiculous loads and take forever to load/unpack. [[User:Teldin|Teldin]] 18:54, 14 April 2010 (UTC)&lt;br /&gt;
:::::That seems more likely than my theory. [[User:Theothersteve7|Theothersteve7]] 17:49, 15 April 2010 (UTC)&lt;/div&gt;</summary>
		<author><name>Confused</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Known_bugs_and_issues&amp;diff=93375</id>
		<title>v0.31:Known bugs and issues</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Known_bugs_and_issues&amp;diff=93375"/>
		<updated>2010-04-15T20:35:36Z</updated>

		<summary type="html">&lt;p&gt;Confused: /* Combat */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{AV}}&lt;br /&gt;
{{elven}}&lt;br /&gt;
'''PLEASE SUBMIT BUGS TO THE OFFICIAL BUG TRACKER - THEY WON'T GET FIXED IF THEY ARE ONLY LISTED HERE.'''&amp;lt;br /&amp;gt;&lt;br /&gt;
'''[http://bay12games.com/dwarves/mantisbt/ Dwarf Fortress Bug Tracker]'''&lt;br /&gt;
&lt;br /&gt;
*Please link to the mantis tracker issue as well as the forum post if possible.&lt;br /&gt;
&lt;br /&gt;
As the version is new, and we're still discovering what bugs are, obviously a lot of unverifiable information is going to get added to this thread.  Recommend that new entries be added with &amp;quot;'''(confirmation needed)'''&amp;quot;, and that people can document each bug on the discussion page.  Once we have 2+ instances of a bug with some specific description of what's occurring, we can remove the parenthetical, or alternately, we can discuss removing unconfirmed bugs if there are issues in recreating them.  People can also link relevant posts and threads from the forums here to help document the bugs. --[[User:Squirrelloid|Squirrelloid]] 08:58, 3 April 2010 (UTC)&lt;br /&gt;
:Please also read the 'Not Actually Bugs' section before adding bug reports! --[[User:Squirrelloid|Squirrelloid]] 09:00, 3 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
==Not Actually Bugs==&lt;br /&gt;
*As megabeasts no longer die during world creation, the standard world creation will run until 1050 (Dwarf-Rapture) unless stopped. -- Andrei901, 2 April 2010, someone else check this please&lt;br /&gt;
::Not a bug.  World creation is *supposed* to run until 1050... --[[User:Squirrelloid|Squirrelloid]] 08:50, 3 April 2010 (UTC)&lt;br /&gt;
:::If you 'create world with parameters', one of the parameters which can be altered is the end year; you could lower the value to have world generation run more quickly, though the resulting world will potentially be less rich with history, legends and trappings of civilisation. [[User:Oddtwang of Dork|Oddtwang of Dork]] 16:10, 8 April 2010 (UTC)&lt;br /&gt;
*Tilesets in png format don't work?  Just a black display.&lt;br /&gt;
::Tilesets must be in .bmp format, as they always have had to be.  The .png format only works for the d# series. --[[User:Squirrelloid|Squirrelloid]] 08:50, 3 April 2010 (UTC)&lt;br /&gt;
:::A d## merge is in progress, .png will be supported soon.--[[User:Ar-Pharazon|Ar-Pharazon]] 01:32, 4 April 2010 (UTC)&lt;br /&gt;
*When choosing material for a squad item(cloak in this case) there are hundreds of &amp;quot;forgotten beast leather&amp;quot; to choose from.&lt;br /&gt;
::That's because there are lots of different forgotten beasts.  Somewhat annoying?  Yes.  Working exactly like every other source creature for leather?  Yes. --[[User:Squirrelloid|Squirrelloid]] 08:50, 3 April 2010 (UTC)&lt;br /&gt;
*Making a adamantine cloak -sometimes- results in &amp;quot;Urist McArmorer, Armorer cancels Forge adamantine cloak: Needs 10000 adamantine cloth.&amp;quot; Also needed 15000 strands to make wafers.  Update: this happens if you don't have enough cloths, I had 4 adamantine cloths in this case. If you have enough it works nicely. (The actual required number is much less than 15,000.  It's closer to something like 10 adamantine strands.  This is probably due to the fact that cloth can be consumed &amp;quot;in pieces&amp;quot; now for medical purposes).&lt;br /&gt;
*&amp;quot;Clothier canceled construct silk bag: needs 1000 cloth&amp;quot;: http://www.bay12games.com/forum/index.php?topic=51953.msg1123552#msg1123552&lt;br /&gt;
::This is working as intended.  Cloth is now measured in smaller units than individual pieces.  If anything, the bug is that the game isn't telling you how much cloth each cloth item represents. --[[User:Squirrelloid|Squirrelloid]] 08:52, 3 April 2010 (UTC)&lt;br /&gt;
*Cats and Dogs - Including kittens, puppies, and War/Hunting variants - are similarly listed twice.&lt;br /&gt;
::They're listed twice because they separately list males and females.  WAD. --[[User:Squirrelloid|Squirrelloid]] 09:05, 3 April 2010 (UTC)&lt;br /&gt;
*Weird red C in top left corner - &amp;quot;&amp;lt;span style=&amp;quot;color:#FF0000; background:#B22222&amp;quot;&amp;gt;''' C '''&amp;lt;/span&amp;gt;&amp;quot; means new combat report, &amp;quot;&amp;lt;span style=&amp;quot;color:#00FF00; background:#008000&amp;quot;&amp;gt;''' H '''&amp;lt;/span&amp;gt;&amp;quot; means new hunting message, &amp;quot;&amp;lt;span style=&amp;quot;color:#48D1CC; background:#008080&amp;quot;&amp;gt;''' S '''&amp;lt;/span&amp;gt;&amp;quot; means new sparring message. Feature, not bug: http://www.bay12games.com/forum/index.php?topic=52514.0&lt;br /&gt;
*No option for magma in the finder, this is because [[magma]] is guaranteed everywhere now.&lt;br /&gt;
*Corpses sitting in refuse piles turn into skeletons rather than piles of bones, in fact in the 2+ years I started my fort I haven't seen a single bone or shell in my refuse stockpile and yes, we've been eating fish too.  I think bones are gone or something.  Haven't tried butchering animals yet, though, so confirmation please...&lt;br /&gt;
::Arena Mode allows skeletons to be butchered into bones and a skull. Fortress Mode should be the same&lt;br /&gt;
::Dwarves automatically take skeletons, partial skeletons and limbs from the refuse stockpile and butcher them to produce only bones and skulls. (confirmation needed)&lt;br /&gt;
::They don't, while a few dwarfs have nothing but butchery enabled.&lt;br /&gt;
:::Only butcherable are accepted for turning skeletons into bones.  This seems to mean that goblins and the like cannot be harvested for their bones anymore. --[[User:Squirrelloid|Squirrelloid]] 12:58, 15 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Embarking ==&lt;br /&gt;
&lt;br /&gt;
*You can embark with some rather unrealistic prepared foods (such as the aforementioned fly brains, which in real life go at about 900 thousand brains to the pound). This may be related to further issues involving vermin's organs.&lt;br /&gt;
*All fish are mentioned 2x.  See http://www.bay12games.com/forum/index.php?topic=51953.msg1123220#msg1123220&lt;br /&gt;
*I find that I am unable to add items or skill points to my dwarves on the embarking screen.  I'm using Mayday's graphics pack.  I'm not sure what the cause of this is or if I'm just missing something obvious. (Explanation/Confirmation needed)&lt;br /&gt;
&lt;br /&gt;
: ((signing your posts helps, and it just means you need to free up expedition points (cancel an item)))[[User:Kenji 03|Kenji 03]] 11:32, 5 April 2010 (UTC).&lt;br /&gt;
::I thought it might be that I needed to free up points too, but the counter shows that I have points-a-plenty.  I'm also unable to subtract items from my embarkation list.--[[Special:Contributions/67.166.145.39|67.166.145.39]] 02:51, 6 April 2010 (UTC)&lt;br /&gt;
::I can confirm this. It happens in vanilla too apparently.  Hit &amp;quot;esc&amp;quot; and go to you custom binds and rest your + and - keys.  Do the same for the */ keys.&lt;br /&gt;
:::I use an external NumPad with my laptop, and toggling NumLock on it can change the behaviour of keys like these. [[User:Oddtwang of Dork|Oddtwang of Dork]] 16:14, 8 April 2010 (UTC)&lt;br /&gt;
:::: What are you guys talking about? I've had no problems, nor have I seen any complaints about this on the bug tracker which I have been watching actively. [[User:Doctorzuber|Doctorzuber]] 16:29, 11 April 2010 (UTC)&lt;br /&gt;
:::::I guess they are talking about not having a US keyboard or being on a laptop. The first hurdle for me a long time back with DF was figuring out what actual keys work ;) Now that we have keybinds this is all easier, but we need to tell people more that they can change any key they want. --[[User:Confused|Confused]] 20:29, 15 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
*After embarking with items that was listed two times in list game crashes.{{verify}}&lt;br /&gt;
:Unconfirmed, though people on [[DF2010 Talk:Embark]] say that this is false. [[User:Garanis|Garanis]] 23:30, 9 April 2010 (UTC)&lt;br /&gt;
:I believe this one to be false, they are probably crashing for a different reason. [[User:Doctorzuber|Doctorzuber]] 16:25, 11 April 2010 (UTC)&lt;br /&gt;
*Cannot seem to quit from embark screen.  Esc. does nothing, is this a bug?  Also, had to hunt down process to quit.  [[Special:Contributions/72.152.246.212|72.152.246.212]] 14:48, 7 April 2010 (UTC)&lt;br /&gt;
:Possibly the menu key has become bound to something other than Esc? [[User:Oddtwang of Dork|Oddtwang of Dork]] 16:14, 8 April 2010 (UTC)&lt;br /&gt;
:Confirmed, You cannot quit once you press &amp;quot;Dwarf forteress&amp;quot; until you've actually embarked. [[Guest]] 8 April 2010&lt;br /&gt;
:This is accurate. Much as I hate this one, it could be argued that this is a design choice. [[User:Doctorzuber|Doctorzuber]] 16:27, 11 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Sites ==&lt;br /&gt;
&lt;br /&gt;
*Magma pipes in volcanoes extend to the top of the map, past the mountain itself.&lt;br /&gt;
*Magma tubes remain the same shape and size the whole way down and may be square. See http://www.bay12games.com/forum/index.php?topic=52412.0 (for the above as well)&lt;br /&gt;
&lt;br /&gt;
== Buildings and Zones ==&lt;br /&gt;
&lt;br /&gt;
*Can't farm on dry soil underground. See http://www.bay12games.com/forum/index.php?topic=51951.msg1123336#msg1123336&lt;br /&gt;
*Construction and/or deconstruction can occasionally force some dwarves to idle.  See: http://www.bay12games.com/forum/index.php?topic=51953.msg1123250#msg1123250&lt;br /&gt;
*Dwarves raid elf (all?) caravans for cloth (maybe thread as well) for the hospital zone. (confirmed. Won't happen if your hospital zone has no room in it's containers for the items, though). (confirmed to raid dwarven caravans as well)&lt;br /&gt;
** They also try to eat elf food at the Depot, but realize their mistake halfway and stop... then try again... you can see where this is going.&lt;br /&gt;
*Emptied murky ponds refill much faster than they used to. A decent sized pond that's been mined into can now flood your fortress if it starts raining (confirmation required)&lt;br /&gt;
**I believe that this is because rain will now fall at different rates, or so I've observed. Meaning you'll either get a downpour or a light sprinkle, or somewhere in between, and It will fill pools accordingly.&lt;br /&gt;
*There are currently no (or occasionally very few) fish. This includes brooks, rivers, oceans, ponds, lakes (underground and otherwise). You may get a few turtles sometimes. No known workaround: http://www.bay12games.com/forum/index.php?topic=52217.0&lt;br /&gt;
**Known bug that is confirmed as resolved by toady on the bug tracker. Should be fixed in 31.04&lt;br /&gt;
&lt;br /&gt;
== Combat ==&lt;br /&gt;
&lt;br /&gt;
*Some combat maneuvers have no effect.  See: http://www.bay12games.com/forum/index.php?topic=51953.msg1123104#msg1123104&lt;br /&gt;
**Attempting to grab a bodypart with a weapon leads to &amp;quot;you grab *** by *** with your *weapon* but nothing is grabbed&lt;br /&gt;
**Attempting to &amp;quot;pinch&amp;quot; various body parts shows &amp;quot;you adjust you grip on***&amp;quot; and nothing else.&lt;br /&gt;
*Alligators can wear armor (same post as above)&lt;br /&gt;
*Non-alive creatures (like bronze colossuses, zombies and blizzard men) cannot be destroyed (possibly because they can't bleed to death nor have their brain destroyed).  However arena testing has revealed that [[dragonfire]] can melt bronze colossuses.  See http://www.bay12games.com/forum/index.php?topic=51953.msg1123220#msg1123220&lt;br /&gt;
:: I had the same problem with skeletal animals. Even a skeletal groundhog fought on without nearly every limb or organ. But they can be killed: A 16 z-level drop does do the trick. --[[User:Doub|Doub]] 11:13, 6 April 2010 (UTC)&lt;br /&gt;
*Shield-bashing has no effect with a wooden shield: http://www.bay12games.com/forum/index.php?topic=51953.msg1123499#msg1123499&lt;br /&gt;
*The default settings are such that your military dwarfs will train, train, train, and possibly starve in the process. See {{L|Military/Guide}}, &amp;quot;Getting your squad to do something&amp;quot;, for details.&lt;br /&gt;
*Dwarves will continue to train in barracks even after being removed from a squad. (Because they are completing the task they started before they will move on to something else, changing your alert helps here as well).&lt;br /&gt;
*{{L|Wrestling}} will take much longer than combat using any kind of Weapon (unlike in 40d), this is due to the fact that a wrestler will have a very hard time making an opponent either bleed to death or have their brain destroyed.  A single wrestler, completely untrained, can take on a pack of 5 Crawls in about 20 minute (at 50fps) if Urist McWrestler goes into a martial state.  But a Dwarf with an Adamantine battle axe, even if completely untrained, can cut through 5 Crawls in about 5 minutes (at 50fps).&lt;br /&gt;
::I would reword that as &amp;quot;uberpowered wrestling is gone and has been nerfed, so that it is as useless as it should be&amp;quot; :)&lt;br /&gt;
*[[Thirsty]] and [[Hungry]] tags are guaranteed to appear for any soldier (as they are when a dwarf does anything else in this release) because Dwarves will now try to complete a task before they eat/drink.  (While I have yet to have a wrestler pass out due to not eating/drinking, they will be wrestling in combat until they kill their target)[[User:Kenji 03|Kenji 03]] 11:44, 5 April 2010 (UTC).&lt;br /&gt;
&lt;br /&gt;
== Labors ==&lt;br /&gt;
&lt;br /&gt;
*Hunting Issues.  See: http://www.bay12games.com/forum/index.php?topic=51953.msg1123228#msg1123228&lt;br /&gt;
*Miners now cancel mining designations when they can't reach them: http://www.bay12games.com/forum/index.php?topic=51953.msg1123272#msg1123272&lt;br /&gt;
*Metal goblets are always iron, regardless of input: http://www.bay12games.com/forum/index.php?topic=51953.msg1123533#msg1123533 (Not true; I've made tons of copper goblets using copper bars)&lt;br /&gt;
*Manager screen doesn't show you materials for traction benches: http://www.bay12games.com/forum/index.php?topic=51953.msg1123533#msg1123533&lt;br /&gt;
*Workers are too dedicated, dehydrate themselves: http://www.bay12games.com/forum/index.php?topic=51953.msg1123599#msg1123599&lt;br /&gt;
*Cooking with alcohol is buggy: http://www.bay12games.com/forum/index.php?topic=51953.msg1123702#msg1123702&lt;br /&gt;
*When crafting shell crafts, craftsdwarves never actually produce a shell craft, but instead sit forever with the same shell, with their skills increasing. (confirmation required)&lt;br /&gt;
*Dwarves take orders to prepare meals with liquid ingredients like dwarven syrup, wine, and rum, but almost never do it and instead dump the liquid inside the kitchen where it sits cluttering it up and can't be moved...  Because it's liquid.&lt;br /&gt;
::Using dwarven syrup works just fine for me, but my cook always grabs at least one solid ingredient.  Ie, 3 stacks of syrup + one stack of cheese -&amp;gt; finished and edible meal. --[[User:Squirrelloid|Squirrelloid]] 17:54, 5 April 2010 (UTC)&lt;br /&gt;
*Making Rock Short Sword results in a wooden short sword. Especially annoying when making an adamantine sword! (multiple reports)&lt;br /&gt;
::Is this before or after setting the rock to be allowed for non-economic use in the 'z' screen?&lt;br /&gt;
*Wood cutter.  Tried to upgrade his axe to a steel one, never cut another tree in his life after being forced to dump his copper battle axe.  It's like wood cutting had a seperate profile and he was the only one excluded;  Sure enough, turned one of my jewelers into wood cutter and it worked fine for him.&lt;br /&gt;
*Woodcutters can chop down trees with (wooden) training axes.&lt;br /&gt;
*Immigrants arrive with only peasant labors enabled, even if they are legendary jewelers or whatever. They may sometimes have weird labors enabled. (Stonecrafting master lye makers) No known workaround, manually check each immigrants labors.&lt;br /&gt;
*In the {{k|o}}rders menu, there are options (in {{k|W}}orkshops) for auto {{k|b}}utcher, auto {{k|k}}itchen and auto {{k|f}}ishery. All three of these respond to {{k|b}} only, {{k|k}} and {{k|f}} do nothing.&lt;br /&gt;
*Parties never end, sometimes eating up half the labor force.&lt;br /&gt;
::You ever waited for parties to actually end in .40d?  Just undesignate the statue garden or whatever and the party ends =)&lt;br /&gt;
::That's the workaround I took, except I had to get rid of the dining room.  In any case, it's still a bug.&lt;br /&gt;
* Soap-making seems to be broken big time. You can build a soap-maker's shop, but you can't assign tasks to it. Issuing work order through the manager does work, &amp;lt;s&amp;gt;but the soap is never taken to any stockpiles or hospitals and stays forever in the workshop&amp;lt;/s&amp;gt; (soap is/might be taken if there is storage.)&lt;br /&gt;
* Making waterskin in leather works results in a weird item called &amp;quot;flask&amp;quot; (simply that, no mention of leather or whatever) that is never used and stays forever in the workshop. Those don't seem to cause clutter in the workshop either.  (A metal variant (Ex. Iron) is now capable of being created at a metal smith, probably causing this bug.  Soldiers will carry an Metal Flask).&lt;br /&gt;
Miners will sometimes dig into underground seas with no &amp;quot;Damp Stone&amp;quot; notification prior to that.&lt;br /&gt;
*Dwarves will occasionally go exceptionally out of their way to get a material while a giant stockpile is sitting beside them (I saw my carpenter travel half the map to get a log while there was a stockpile of 20 logs beside him)&lt;br /&gt;
:This will happen if the stockpiled items are already reserved for another task (sometimes happens en masse if you're designating constructions from the material). If this still functions as it did in 40d, dwarves will count the number of tiles to an item 'as the crow flies' rather than checking the actual pathfinding distance, meaning that they regard items above or below their workshop as being very nearby even if the travel distance to reach them is substantial. [[User:Oddtwang of Dork|Oddtwang of Dork]] 16:20, 8 April 2010 (UTC)&lt;br /&gt;
:True, but I wasn't using wood for anything, only had 2 carpenters active and the wood was on the same Z plane as my workshops. The usual explanation doesn't fly for the one event I saw.&lt;br /&gt;
*Cancelling a job at the metalsmith can jam the shop if the item was being actively produced at that time (cancelled job to stop untrained armorer from working on an adamantium plate armor, shop jammed and no other orders ever went through. Ordered deconstruction and then halted deconstruction to clear this up).&lt;br /&gt;
*Adamantne plate armor takes only a single waifer to make and is worth considerably less than an adamantine battle axe at par crafting value. This is despite claiming to need 3 material to produce 1 plate armor.&lt;br /&gt;
&lt;br /&gt;
== Moods ==&lt;br /&gt;
&lt;br /&gt;
*Fey moods can request body parts (!!!): http://www.bay12games.com/forum/index.php?topic=51953.msg1123573#msg1123573&lt;br /&gt;
**Animal bones satisfies the body parts request. &lt;br /&gt;
**Animal parts (Remains, &amp;quot;body parts&amp;quot;, &amp;amp; corpses) that appear in the stock menu will NOT satisfy this request.  Skulls &amp;amp; &amp;quot;Bones&amp;quot; found via the {{k|k}} menu will also NOT satisfy this request. (See save file on [[User:Kenji_03|my userpage]] page)&lt;br /&gt;
***Same situation here. I have tons of bones, sculls, hoofs, horns, hair, cartilages etc., none of this seems to satisfy my moody dwarf. Maybe he wants something like shells (which is impossible to get due to the lack of fish) or ivory/tusks or something else I can't get, but it needs to be more specific anyway.&lt;br /&gt;
**This can mean bones OR shells, possibly more.&lt;br /&gt;
*Fey moods can request &amp;quot;rock bars.&amp;quot;  Upon further review, this means &amp;quot;metal bars&amp;quot;&lt;br /&gt;
&lt;br /&gt;
== Creature Data ==&lt;br /&gt;
&lt;br /&gt;
*Descriptions sometimes take strange objects ('She likes to consume she'): http://www.bay12games.com/forum/index.php?topic=51953.msg1123533#msg1123533&lt;br /&gt;
*When iron men and Bronze Colossuses die, the statues that make up their corpses adopt images of creatures (I.e: Statue of a dwarf 1) and events. - feature; the molten metal falling from them will make statues out of any corpses below where they died (tested and confirmed)&lt;br /&gt;
** In addition, the statues are quite tiny compared to the colossus itself - about the size of their noses.&lt;br /&gt;
*Giants and giantesses are mapped to the wrong gender.&lt;br /&gt;
*Unicorns give birth to elk fawns.&lt;br /&gt;
*Mountain goat fawns are called &amp;quot;Stray Horse foal&amp;quot;, although having all the features of a mountain goat.&lt;br /&gt;
** Confirmed, this is due to what is assumed to be a copy/paste error in the raws - The raws list &amp;quot;Mountain goat kid&amp;quot; as well as &amp;lt;b&amp;gt;&amp;quot;Horse foal&amp;quot;&amp;lt;/b&amp;gt; as possible child names, so it randomly picks one.&lt;br /&gt;
*in BODY_DETAIL_PLAN:STANDARD_HEAD_POSITIONS both eye lids are around the right eye and clean the left eye&lt;br /&gt;
*not so much a bug as a quibble. Prepared monarch butterfly brains were being sold by a local human caravan to me. Does this strike anyone else as... a tad unfulfilling?&lt;br /&gt;
&lt;br /&gt;
== Stockpiles ==&lt;br /&gt;
*Problems with categorization. (Stone is considered metal) See http://www.bay12games.com/forum/index.php?topic=51953.msg1123178#msg1123178 http://www.bay12games.com/dwarves/mantisbt/view.php?id=157&lt;br /&gt;
*Custom stockpile options don't seem to always work: http://www.bay12games.com/forum/index.php?topic=51953.msg1123474#msg1123474&lt;br /&gt;
*Dead vermin never seem to rot: http://www.bay12games.com/forum/index.php?topic=51953.msg1123731#msg1123731&lt;br /&gt;
**Dead anything for that matter...&lt;br /&gt;
*&amp;quot;Take from stockpile&amp;quot; is broken: http://www.bay12games.com/forum/index.php?topic=52126.0&lt;br /&gt;
&lt;br /&gt;
== Arena ==&lt;br /&gt;
*Graphics mode does not work with arena.&lt;br /&gt;
&lt;br /&gt;
== Military ==&lt;br /&gt;
*Copying an empty order causes an immediate crash. See http://www.bay12games.com/dwarves/mantisbt/view.php?id=83 -- '''Fixed''' {{version|0.31.03}}&lt;br /&gt;
*Going to the schedule grid of the inactive group causes an immediate crash. See http://www.bay12games.com/dwarves/mantisbt/view.php?id=156 -- '''Fixed''' {{version|0.31.03}}&lt;br /&gt;
*Dwarves who are assigned to squads seem to be permanently affixed to the soldier life - changing schedules, training options, switching out dwarves, disbanding the squad: nothing works. All they do is eat, drink, sleep, Individual Combat Drill and take Kill orders. (multiple reports, bug incidence somewhat inconsistent, deconstructing assigned barracks sometimes helps)&lt;br /&gt;
*Similarly to the issue above, squads can also get into a &amp;quot;permanent civilian life&amp;quot; and will never go into &amp;quot;recruit mode&amp;quot; unless ordered to &amp;quot;station&amp;quot; or &amp;quot;Kill a target&amp;quot;, upon canceling this order they will go back to civilian mode.  (Although they will perform individual combat drills, but in civilian garbs unless you replaced their equipment)((Confirmation needed))[[User:Kenji 03|Kenji 03]] 11:54, 5 April 2010 (UTC).&lt;br /&gt;
:I've had this happen aswell. --[[User:DUMBELLS|dUMBELLS]] 22:13, 8 April 2010 (UTC)&lt;br /&gt;
:You mean they're supposed to not be civilians while training? Oh... yeah maybe that is a bug, never seen anything else personally - foarl 10:19, 09 April, 2010&lt;br /&gt;
*Bolts assign to a squad that is then disbanded do not free up for use by other squads automatically.&lt;br /&gt;
&lt;br /&gt;
== Injuries ==&lt;br /&gt;
*Dwarf with compound fracture and mangling on his toe's nail and skin never recovered, surgeons performed &amp;quot;surgery&amp;quot; on said dwarf for years but nothing ever healed. (confirmation required)&lt;br /&gt;
**Confirmed. Red-coloured third finger of the left hand was operated on several times, up to about a month. After that, the surgeon wandered off to see to his needs, or the patient was given sustenance, thus breaking the operation.&lt;br /&gt;
*Surgeon provided constant &amp;quot;suturing,&amp;quot; each time using up thread.  May be related to above problem.&lt;br /&gt;
*blood that never seems to dry. I have a small spattering of blood from combat that happened in my first year that has turned the entrance of my fortress into a nearly constantly spreading wave of blood (high traffic area, keeps getting smeared). Also, killed a giant scorpion in year 2, as of year 4 I got unlazy and told my dwarves to dump it down my trash shoot leading 155z levels down into a lava pit. Even after 2 years of not being touched, I found scorpion ichor on the walls of my trash shoot.&lt;br /&gt;
**Confirmed. My hunters were chasing some aligators the first season I've embarked, now it's year 5 and there's blood all over the map. Same goes for goblins/trolls/whatever. On one tile in front of my fort, I have over 80 blood spatterings ;D [[User:Fuco|Fuco]] 15:32, 11 April 2010 (UTC)&lt;br /&gt;
*Specifically, any blood smear or pool can spread indefinitely.  The most common problem is a pool of blood in a high-traffic area.  This causes every dwarf that touches it to get blood on them.  Each dwarf will then eventually wash it off, creating another pool of blood by the well, which is likely another high-traffic area.  Eventually you end up with the dining room and food stockpiles all coated with several dozen different creatures' blood.  Probably the best fix would be causing blood to &amp;quot;move&amp;quot; rather than &amp;quot;spread&amp;quot;. [[User:Theothersteve7|Theothersteve7]] 17:46, 15 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Items ==&lt;br /&gt;
&lt;br /&gt;
*Eating a masterwork meal will cause the cook to suffer art defacement.&lt;br /&gt;
*Quarry bush leaves do not appear in the kitchen menu and the Dwarves will not cook them, rendering them useless except for trading. (Resolved as of 0.31.02)&lt;br /&gt;
&lt;br /&gt;
*Obsidian does not appear in the accounting stone menu&lt;br /&gt;
&lt;br /&gt;
==Nobles==&lt;br /&gt;
*My dwarves had a bit too much [[fun]], dying down to the last 4 dwarves, my nobles were killed and so on. This resulted in the Nobles-list to be emptied of noble-slots except for military nobles.. only happened once, but I had to abandon the fortress since the list stayed empty after the population growing to 30+ without a possibilty to appoint brokers or managers.&lt;br /&gt;
&lt;br /&gt;
::Confirmed. With my starting party, the expedition leader became stark raving mad, from this point the leaders noble positions disappeared from the noble screen (bookkeeping, manager, leader, etc), only military and health-related stuff remained. After he died from starvation/dehydratation, nothing changed. [[User:Jj|Jj]] 16:47, 4 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
::Second that. Mayor/broker died, and the positions became unavailable along with still vacant sheriff slot. Manager, bookkeeper and medical/military positions remained as they were, though. --[[User:Ashmore|Ashmore]] 02:26, 5 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
::Thirded. I've had this happen too. --[[User:Talkir|Talkir]] 11:20, 11 April 2010 (GMT)&lt;br /&gt;
&lt;br /&gt;
::Don't be too quick to abandon.  Once your Dwarfs elect a new mayor, the ability to appoint the other Nobles will reappear, even if every Noble position had previously disappeared. --[[User:TeDDD|TeDDD]] 11:20, 12 April 2010 (GMT&lt;br /&gt;
&lt;br /&gt;
*My old Mayors (who have been voted out and replaced) are continuing to demand accomodations befitting a mayor and making mandates.  I can check their mandates by going to that specific dwarf's thoughts, but is this intended?&lt;br /&gt;
:I've also noticed mayors not getting demoted. My new mayor wanted his bedroom and such, but when I went to reassign the rooms I noticed that the old mayor was still referred to as a mayor in the room assignment screen.&lt;br /&gt;
&lt;br /&gt;
== Graphics ==&lt;br /&gt;
*Arena does not work for graphics mode.&lt;br /&gt;
*After generating a world and embarking, you may notice missing tiles. Restart DF to fix.&lt;br /&gt;
*In the 'z'-status menu, there is no image for my nobles/administrators. Instead, there is an empty space where the purple dwarf should be.&lt;br /&gt;
&lt;br /&gt;
-------&lt;br /&gt;
Currently updated through post 77 of the .31.01 bug thread, except for Arena bugs&lt;br /&gt;
&lt;br /&gt;
== Saves ==&lt;br /&gt;
*Renaming a save (ex. &amp;quot;Region2-spr-1050&amp;quot; to &amp;quot;Region2&amp;quot;) will invalidate the save, even if you give the save it's original name back.  If you must back-up a save manually, putting it into a zip/rar file seems to preserve it's ability to be reloaded. ((Confirmation needed))[[User:Kenji 03|Kenji 03]] 11:56, 5 April 2010 (UTC)&lt;br /&gt;
:I've been renaming saves at will, both manual saves ({{k|Exc}}, &amp;quot;Save&amp;quot;) and auto-seasonal saves -  never a problem. Because the files are larger and the game more &amp;quot;cumbersome&amp;quot;, the process of saving is taking longer - betcha a dwarfbuck it's the equiv of the old Nemesis Unit crash, as described here: [http://www.bay12games.com/forum/index.php?topic=34936.0]. When saving, do NOT rename or move or delete any file involved in the save (the source or target) ''until you are sure the save is 100% complete'' - then, knock yourself out. However,iirc, there was also a problem if the file that was ''opened'' for a game is then deleted or renamed - the game doesn't re-save the entire thing, but will &amp;quot;recreate&amp;quot; the same folder name as it opened, giving ''the appearance'' of a proper save. Migtht have changed since 40d, but might not. (Read forum discussion for complete explanation). --[[User:Albedo|Albedo]] 00:07, 9 April 2010 (UTC)&lt;br /&gt;
:+1 Copying and renaming of save folders should only be done when you are out of the game. Nowadays (though already in 40d too) the game somewhat continuously reads and writes from the folder. I have copied and renamed save folders with no prob. Because I am paranoid i also move them out of the [save] folder, but I doubt its really necessary. The zip/rar part is nonsense. --[[Special:Contributions/92.202.121.225|92.202.121.225]] 21:23, 9 April 2010 (UTC)&lt;br /&gt;
:Never had a problem and I rename saves all the time. I always completely close the game before renaming a save. [[User:Doctorzuber|Doctorzuber]] 18:30, 11 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
==forging Breastplate &amp;amp; Chainmail==&lt;br /&gt;
A metal breastplate currently only requires 1 bar of a metal to forge; however, when out of bars, the [[announcement]] seen reads &lt;br /&gt;
:''&amp;quot;Urist McArmorsmith cancels forge &amp;lt;x-metal&amp;gt; breastplate: needs 3 &amp;lt;x-metal&amp;gt; bars.&amp;quot;'' &lt;br /&gt;
A similar situation exists with chainmail ([[40d:chain armor]]), but with an announcement re &amp;quot;2 bars&amp;quot;.  Since in 40d a breastplate ([[40d:plate armor]]) required 3 bars and chain required 2, it's a good bet that this can be viewed as a bug. Tried mulitple times with copper, bronze and bis-bronze (not w/ steel or adamantine). (Conf needed, I suppose)--[[User:Albedo|Albedo]] 00:07, 9 April 2010 (UTC)&lt;br /&gt;
: I can confirm this. And it appears to apply to all metals, and all metal items. An iron breastplate only needed 1 bar (I checked, there was only 1 bar in the workshop when he started working) and the job was only cancelled when (checking the stocks screen) there were no bars left, but I still got the &amp;quot;needs 3 bars&amp;quot; message. Same with greaves, except it said &amp;quot;needs 2 bars&amp;quot;. It also seems to need only one adamantine wafer to produce anything, which is particularly jarring. I'm currently drowning in metal crap. Definitely a bug. --[[User:Mr Frog|Mr Frog]] 20:25, 9 April 2010 (UTC)&lt;br /&gt;
: Can confirm this happens with metal bins as well, needing only one bar but mentioning 3 when you don't have any.  It's possible that this does *not* happen for metal barrels.  Possibly connected to some jobs being titled &amp;quot;forge&amp;quot; and some &amp;quot;construct&amp;quot;? -- Narmio&lt;br /&gt;
:Just an interesting note on mechanics I noticed because of this bug. It bases the value of an item off the number of bars in it, so my adamantium breast plates are worth less than an adamantium axe (multipliers involved I'm sure) for any level of crafting. -Foarl&lt;br /&gt;
&lt;br /&gt;
==Trading and Depot==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;s&amp;gt;Traders stay a long time. So long that an elven caravan didn't move and another human caravan already came before they had a chance to do anything like LEAVE (stupid hippies with their vast number of useless items on warthogs, seems to slow them down a lot). Never saw this in the first version.&amp;lt;/s&amp;gt; -foarl&lt;br /&gt;
: Turns out the elves are just bugged. The human caravan came and went but the elves are still just sitting there a full season later. I'm contemplating killing them with my military to see how the adamantium platemail holds up with the new combat system.&lt;br /&gt;
: (Probably reproducible, but I have not done thorough testing) If a depot is assigned for dismantling while caravan arrives, a diplomat leaves unhappy. While this might be pretty normal, the diplomat will continue leaving unhappy every year regardless of the depot.&lt;br /&gt;
:: This behavior is believed to be caused by a bug in the wealth calculation. In some cases it will &amp;quot;find&amp;quot; a large amount of stuff down in the underground areas adding a very large number to your wealth which results in traders coming with truly absurd amounts of trade goods. [[User:Doctorzuber|Doctorzuber]] 18:32, 11 April 2010 (UTC)&lt;br /&gt;
:Forbid your depot ({{k|t}} - {{k|f}}) and they'll begone! -Manslay&lt;br /&gt;
:: Personally, I think this may not be a bug, but rather an odd way the pack-up-time is calculated.  If you trade an enormous number of individual objects, they seem to stick around longer.  This is common with the elves because people tend to use wooden bins.[[User:Theothersteve7|Theothersteve7]] 17:49, 13 April 2010 (UTC)&lt;br /&gt;
:::I've seen this happen quite a bit as well. However, I don't think that is the case. I always trade individual items (why get rid of perfectly good bins?) and the human/dwarven caravans don't linger as long as the elves do.--[[User:Kuroneko|Kuroneko]] 18:14, 14 April 2010 (UTC)&lt;br /&gt;
::::This is because creatures that the elves come with do not have pack animal values set on them, yet elves are able to use any creature as a pack animal. For example, check what is carrying their goods when they arrive: often it'll be warthogs or something similar, which do not have trade capacity values and thus the game probably sets them to max. Which makes them carry enormous, ridiculous loads and take forever to load/unpack. [[User:Teldin|Teldin]] 18:54, 14 April 2010 (UTC)&lt;br /&gt;
:::::That seems more likely than my theory. [[User:Theothersteve7|Theothersteve7]] 17:49, 15 April 2010 (UTC)&lt;/div&gt;</summary>
		<author><name>Confused</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Known_bugs_and_issues&amp;diff=93360</id>
		<title>v0.31:Known bugs and issues</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Known_bugs_and_issues&amp;diff=93360"/>
		<updated>2010-04-15T20:31:36Z</updated>

		<summary type="html">&lt;p&gt;Confused: /* Buildings and Zones */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{AV}}&lt;br /&gt;
{{elven}}&lt;br /&gt;
'''PLEASE SUBMIT BUGS TO THE OFFICIAL BUG TRACKER - THEY WON'T GET FIXED IF THEY ARE ONLY LISTED HERE.'''&amp;lt;br /&amp;gt;&lt;br /&gt;
'''[http://bay12games.com/dwarves/mantisbt/ Dwarf Fortress Bug Tracker]'''&lt;br /&gt;
&lt;br /&gt;
*Please link to the mantis tracker issue as well as the forum post if possible.&lt;br /&gt;
&lt;br /&gt;
As the version is new, and we're still discovering what bugs are, obviously a lot of unverifiable information is going to get added to this thread.  Recommend that new entries be added with &amp;quot;'''(confirmation needed)'''&amp;quot;, and that people can document each bug on the discussion page.  Once we have 2+ instances of a bug with some specific description of what's occurring, we can remove the parenthetical, or alternately, we can discuss removing unconfirmed bugs if there are issues in recreating them.  People can also link relevant posts and threads from the forums here to help document the bugs. --[[User:Squirrelloid|Squirrelloid]] 08:58, 3 April 2010 (UTC)&lt;br /&gt;
:Please also read the 'Not Actually Bugs' section before adding bug reports! --[[User:Squirrelloid|Squirrelloid]] 09:00, 3 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
==Not Actually Bugs==&lt;br /&gt;
*As megabeasts no longer die during world creation, the standard world creation will run until 1050 (Dwarf-Rapture) unless stopped. -- Andrei901, 2 April 2010, someone else check this please&lt;br /&gt;
::Not a bug.  World creation is *supposed* to run until 1050... --[[User:Squirrelloid|Squirrelloid]] 08:50, 3 April 2010 (UTC)&lt;br /&gt;
:::If you 'create world with parameters', one of the parameters which can be altered is the end year; you could lower the value to have world generation run more quickly, though the resulting world will potentially be less rich with history, legends and trappings of civilisation. [[User:Oddtwang of Dork|Oddtwang of Dork]] 16:10, 8 April 2010 (UTC)&lt;br /&gt;
*Tilesets in png format don't work?  Just a black display.&lt;br /&gt;
::Tilesets must be in .bmp format, as they always have had to be.  The .png format only works for the d# series. --[[User:Squirrelloid|Squirrelloid]] 08:50, 3 April 2010 (UTC)&lt;br /&gt;
:::A d## merge is in progress, .png will be supported soon.--[[User:Ar-Pharazon|Ar-Pharazon]] 01:32, 4 April 2010 (UTC)&lt;br /&gt;
*When choosing material for a squad item(cloak in this case) there are hundreds of &amp;quot;forgotten beast leather&amp;quot; to choose from.&lt;br /&gt;
::That's because there are lots of different forgotten beasts.  Somewhat annoying?  Yes.  Working exactly like every other source creature for leather?  Yes. --[[User:Squirrelloid|Squirrelloid]] 08:50, 3 April 2010 (UTC)&lt;br /&gt;
*Making a adamantine cloak -sometimes- results in &amp;quot;Urist McArmorer, Armorer cancels Forge adamantine cloak: Needs 10000 adamantine cloth.&amp;quot; Also needed 15000 strands to make wafers.  Update: this happens if you don't have enough cloths, I had 4 adamantine cloths in this case. If you have enough it works nicely. (The actual required number is much less than 15,000.  It's closer to something like 10 adamantine strands.  This is probably due to the fact that cloth can be consumed &amp;quot;in pieces&amp;quot; now for medical purposes).&lt;br /&gt;
*&amp;quot;Clothier canceled construct silk bag: needs 1000 cloth&amp;quot;: http://www.bay12games.com/forum/index.php?topic=51953.msg1123552#msg1123552&lt;br /&gt;
::This is working as intended.  Cloth is now measured in smaller units than individual pieces.  If anything, the bug is that the game isn't telling you how much cloth each cloth item represents. --[[User:Squirrelloid|Squirrelloid]] 08:52, 3 April 2010 (UTC)&lt;br /&gt;
*Cats and Dogs - Including kittens, puppies, and War/Hunting variants - are similarly listed twice.&lt;br /&gt;
::They're listed twice because they separately list males and females.  WAD. --[[User:Squirrelloid|Squirrelloid]] 09:05, 3 April 2010 (UTC)&lt;br /&gt;
*Weird red C in top left corner - &amp;quot;&amp;lt;span style=&amp;quot;color:#FF0000; background:#B22222&amp;quot;&amp;gt;''' C '''&amp;lt;/span&amp;gt;&amp;quot; means new combat report, &amp;quot;&amp;lt;span style=&amp;quot;color:#00FF00; background:#008000&amp;quot;&amp;gt;''' H '''&amp;lt;/span&amp;gt;&amp;quot; means new hunting message, &amp;quot;&amp;lt;span style=&amp;quot;color:#48D1CC; background:#008080&amp;quot;&amp;gt;''' S '''&amp;lt;/span&amp;gt;&amp;quot; means new sparring message. Feature, not bug: http://www.bay12games.com/forum/index.php?topic=52514.0&lt;br /&gt;
*No option for magma in the finder, this is because [[magma]] is guaranteed everywhere now.&lt;br /&gt;
*Corpses sitting in refuse piles turn into skeletons rather than piles of bones, in fact in the 2+ years I started my fort I haven't seen a single bone or shell in my refuse stockpile and yes, we've been eating fish too.  I think bones are gone or something.  Haven't tried butchering animals yet, though, so confirmation please...&lt;br /&gt;
::Arena Mode allows skeletons to be butchered into bones and a skull. Fortress Mode should be the same&lt;br /&gt;
::Dwarves automatically take skeletons, partial skeletons and limbs from the refuse stockpile and butcher them to produce only bones and skulls. (confirmation needed)&lt;br /&gt;
::They don't, while a few dwarfs have nothing but butchery enabled.&lt;br /&gt;
:::Only butcherable are accepted for turning skeletons into bones.  This seems to mean that goblins and the like cannot be harvested for their bones anymore. --[[User:Squirrelloid|Squirrelloid]] 12:58, 15 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Embarking ==&lt;br /&gt;
&lt;br /&gt;
*You can embark with some rather unrealistic prepared foods (such as the aforementioned fly brains, which in real life go at about 900 thousand brains to the pound). This may be related to further issues involving vermin's organs.&lt;br /&gt;
*All fish are mentioned 2x.  See http://www.bay12games.com/forum/index.php?topic=51953.msg1123220#msg1123220&lt;br /&gt;
*I find that I am unable to add items or skill points to my dwarves on the embarking screen.  I'm using Mayday's graphics pack.  I'm not sure what the cause of this is or if I'm just missing something obvious. (Explanation/Confirmation needed)&lt;br /&gt;
&lt;br /&gt;
: ((signing your posts helps, and it just means you need to free up expedition points (cancel an item)))[[User:Kenji 03|Kenji 03]] 11:32, 5 April 2010 (UTC).&lt;br /&gt;
::I thought it might be that I needed to free up points too, but the counter shows that I have points-a-plenty.  I'm also unable to subtract items from my embarkation list.--[[Special:Contributions/67.166.145.39|67.166.145.39]] 02:51, 6 April 2010 (UTC)&lt;br /&gt;
::I can confirm this. It happens in vanilla too apparently.  Hit &amp;quot;esc&amp;quot; and go to you custom binds and rest your + and - keys.  Do the same for the */ keys.&lt;br /&gt;
:::I use an external NumPad with my laptop, and toggling NumLock on it can change the behaviour of keys like these. [[User:Oddtwang of Dork|Oddtwang of Dork]] 16:14, 8 April 2010 (UTC)&lt;br /&gt;
:::: What are you guys talking about? I've had no problems, nor have I seen any complaints about this on the bug tracker which I have been watching actively. [[User:Doctorzuber|Doctorzuber]] 16:29, 11 April 2010 (UTC)&lt;br /&gt;
:::::I guess they are talking about not having a US keyboard or being on a laptop. The first hurdle for me a long time back with DF was figuring out what actual keys work ;) Now that we have keybinds this is all easier, but we need to tell people more that they can change any key they want. --[[User:Confused|Confused]] 20:29, 15 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
*After embarking with items that was listed two times in list game crashes.{{verify}}&lt;br /&gt;
:Unconfirmed, though people on [[DF2010 Talk:Embark]] say that this is false. [[User:Garanis|Garanis]] 23:30, 9 April 2010 (UTC)&lt;br /&gt;
:I believe this one to be false, they are probably crashing for a different reason. [[User:Doctorzuber|Doctorzuber]] 16:25, 11 April 2010 (UTC)&lt;br /&gt;
*Cannot seem to quit from embark screen.  Esc. does nothing, is this a bug?  Also, had to hunt down process to quit.  [[Special:Contributions/72.152.246.212|72.152.246.212]] 14:48, 7 April 2010 (UTC)&lt;br /&gt;
:Possibly the menu key has become bound to something other than Esc? [[User:Oddtwang of Dork|Oddtwang of Dork]] 16:14, 8 April 2010 (UTC)&lt;br /&gt;
:Confirmed, You cannot quit once you press &amp;quot;Dwarf forteress&amp;quot; until you've actually embarked. [[Guest]] 8 April 2010&lt;br /&gt;
:This is accurate. Much as I hate this one, it could be argued that this is a design choice. [[User:Doctorzuber|Doctorzuber]] 16:27, 11 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Sites ==&lt;br /&gt;
&lt;br /&gt;
*Magma pipes in volcanoes extend to the top of the map, past the mountain itself.&lt;br /&gt;
*Magma tubes remain the same shape and size the whole way down and may be square. See http://www.bay12games.com/forum/index.php?topic=52412.0 (for the above as well)&lt;br /&gt;
&lt;br /&gt;
== Buildings and Zones ==&lt;br /&gt;
&lt;br /&gt;
*Can't farm on dry soil underground. See http://www.bay12games.com/forum/index.php?topic=51951.msg1123336#msg1123336&lt;br /&gt;
*Construction and/or deconstruction can occasionally force some dwarves to idle.  See: http://www.bay12games.com/forum/index.php?topic=51953.msg1123250#msg1123250&lt;br /&gt;
*Dwarves raid elf (all?) caravans for cloth (maybe thread as well) for the hospital zone. (confirmed. Won't happen if your hospital zone has no room in it's containers for the items, though). (confirmed to raid dwarven caravans as well)&lt;br /&gt;
** They also try to eat elf food at the Depot, but realize their mistake halfway and stop... then try again... you can see where this is going.&lt;br /&gt;
*Emptied murky ponds refill much faster than they used to. A decent sized pond that's been mined into can now flood your fortress if it starts raining (confirmation required)&lt;br /&gt;
**I believe that this is because rain will now fall at different rates, or so I've observed. Meaning you'll either get a downpour or a light sprinkle, or somewhere in between, and It will fill pools accordingly.&lt;br /&gt;
*There are currently no (or occasionally very few) fish. This includes brooks, rivers, oceans, ponds, lakes (underground and otherwise). You may get a few turtles sometimes. No known workaround: http://www.bay12games.com/forum/index.php?topic=52217.0&lt;br /&gt;
**Known bug that is confirmed as resolved by toady on the bug tracker. Should be fixed in 31.04&lt;br /&gt;
&lt;br /&gt;
== Combat ==&lt;br /&gt;
&lt;br /&gt;
*Some combat maneuvers have no effect.  See: http://www.bay12games.com/forum/index.php?topic=51953.msg1123104#msg1123104&lt;br /&gt;
**Attempting to grab a bodypart with a weapon leads to &amp;quot;you grab *** by *** with your *weapon* but nothing is grabbed&lt;br /&gt;
**Attempting to &amp;quot;pinch&amp;quot; various body parts shows &amp;quot;you adjust you grip on***&amp;quot; and nothing else.&lt;br /&gt;
*Alligators can wear armor (same post as above)&lt;br /&gt;
*Non-alive creatures (like bronze colossuses, zombies and blizzard men) cannot be destroyed (possibly because they can't bleed to death nor have their brain destroyed).  However arena testing has revealed that [[dragonfire]] can melt bronze colossuses.  See http://www.bay12games.com/forum/index.php?topic=51953.msg1123220#msg1123220&lt;br /&gt;
:: I had the same problem with skeletal animals. Even a skeletal groundhog fought on without nearly every limb or organ. But they can be killed: A 16 z-level drop does do the trick. --[[User:Doub|Doub]] 11:13, 6 April 2010 (UTC)&lt;br /&gt;
*Shield-bashing has no effect with a wooden shield: http://www.bay12games.com/forum/index.php?topic=51953.msg1123499#msg1123499&lt;br /&gt;
*The default settings are such that your military dwarfs will train, train, train, and possibly starve in the process. See {{L|Military/Guide}}, &amp;quot;Getting your squad to do something&amp;quot;, for details.&lt;br /&gt;
*Dwarves will continue to train in barracks even after being removed from a squad. (Because they are completing the task they started before they will move on to something else, changing your alert helps here as well).&lt;br /&gt;
*{{L|Wrestling}} will take much longer than combat using any kind of Weapon (unlike in 40d), this is due to the fact that a wrestler will have a very hard time making an opponent either bleed to death or have their brain destroyed.  A single wrestler, completely untrained, can take on a pack of 5 Crawls in about 20 minute (at 50fps) if Urist McWrestler goes into a martial state.  But a Dwarf with an Adamantine battle axe, even if completely untrained, can cut through 5 Crawls in about 5 minutes (at 50fps).&lt;br /&gt;
*[[Thirsty]] and [[Hungry]] tags are guaranteed to appear for any soldier (as they are when a dwarf does anything else in this release) because Dwarves will now try to complete a task before they eat/drink.  (While I have yet to have a wrestler pass out due to not eating/drinking, they will be wrestling in combat until they kill their target)[[User:Kenji 03|Kenji 03]] 11:44, 5 April 2010 (UTC).&lt;br /&gt;
&lt;br /&gt;
== Labors ==&lt;br /&gt;
&lt;br /&gt;
*Hunting Issues.  See: http://www.bay12games.com/forum/index.php?topic=51953.msg1123228#msg1123228&lt;br /&gt;
*Miners now cancel mining designations when they can't reach them: http://www.bay12games.com/forum/index.php?topic=51953.msg1123272#msg1123272&lt;br /&gt;
*Metal goblets are always iron, regardless of input: http://www.bay12games.com/forum/index.php?topic=51953.msg1123533#msg1123533 (Not true; I've made tons of copper goblets using copper bars)&lt;br /&gt;
*Manager screen doesn't show you materials for traction benches: http://www.bay12games.com/forum/index.php?topic=51953.msg1123533#msg1123533&lt;br /&gt;
*Workers are too dedicated, dehydrate themselves: http://www.bay12games.com/forum/index.php?topic=51953.msg1123599#msg1123599&lt;br /&gt;
*Cooking with alcohol is buggy: http://www.bay12games.com/forum/index.php?topic=51953.msg1123702#msg1123702&lt;br /&gt;
*When crafting shell crafts, craftsdwarves never actually produce a shell craft, but instead sit forever with the same shell, with their skills increasing. (confirmation required)&lt;br /&gt;
*Dwarves take orders to prepare meals with liquid ingredients like dwarven syrup, wine, and rum, but almost never do it and instead dump the liquid inside the kitchen where it sits cluttering it up and can't be moved...  Because it's liquid.&lt;br /&gt;
::Using dwarven syrup works just fine for me, but my cook always grabs at least one solid ingredient.  Ie, 3 stacks of syrup + one stack of cheese -&amp;gt; finished and edible meal. --[[User:Squirrelloid|Squirrelloid]] 17:54, 5 April 2010 (UTC)&lt;br /&gt;
*Making Rock Short Sword results in a wooden short sword. Especially annoying when making an adamantine sword! (multiple reports)&lt;br /&gt;
::Is this before or after setting the rock to be allowed for non-economic use in the 'z' screen?&lt;br /&gt;
*Wood cutter.  Tried to upgrade his axe to a steel one, never cut another tree in his life after being forced to dump his copper battle axe.  It's like wood cutting had a seperate profile and he was the only one excluded;  Sure enough, turned one of my jewelers into wood cutter and it worked fine for him.&lt;br /&gt;
*Woodcutters can chop down trees with (wooden) training axes.&lt;br /&gt;
*Immigrants arrive with only peasant labors enabled, even if they are legendary jewelers or whatever. They may sometimes have weird labors enabled. (Stonecrafting master lye makers) No known workaround, manually check each immigrants labors.&lt;br /&gt;
*In the {{k|o}}rders menu, there are options (in {{k|W}}orkshops) for auto {{k|b}}utcher, auto {{k|k}}itchen and auto {{k|f}}ishery. All three of these respond to {{k|b}} only, {{k|k}} and {{k|f}} do nothing.&lt;br /&gt;
*Parties never end, sometimes eating up half the labor force.&lt;br /&gt;
::You ever waited for parties to actually end in .40d?  Just undesignate the statue garden or whatever and the party ends =)&lt;br /&gt;
::That's the workaround I took, except I had to get rid of the dining room.  In any case, it's still a bug.&lt;br /&gt;
* Soap-making seems to be broken big time. You can build a soap-maker's shop, but you can't assign tasks to it. Issuing work order through the manager does work, &amp;lt;s&amp;gt;but the soap is never taken to any stockpiles or hospitals and stays forever in the workshop&amp;lt;/s&amp;gt; (soap is/might be taken if there is storage.)&lt;br /&gt;
* Making waterskin in leather works results in a weird item called &amp;quot;flask&amp;quot; (simply that, no mention of leather or whatever) that is never used and stays forever in the workshop. Those don't seem to cause clutter in the workshop either.  (A metal variant (Ex. Iron) is now capable of being created at a metal smith, probably causing this bug.  Soldiers will carry an Metal Flask).&lt;br /&gt;
Miners will sometimes dig into underground seas with no &amp;quot;Damp Stone&amp;quot; notification prior to that.&lt;br /&gt;
*Dwarves will occasionally go exceptionally out of their way to get a material while a giant stockpile is sitting beside them (I saw my carpenter travel half the map to get a log while there was a stockpile of 20 logs beside him)&lt;br /&gt;
:This will happen if the stockpiled items are already reserved for another task (sometimes happens en masse if you're designating constructions from the material). If this still functions as it did in 40d, dwarves will count the number of tiles to an item 'as the crow flies' rather than checking the actual pathfinding distance, meaning that they regard items above or below their workshop as being very nearby even if the travel distance to reach them is substantial. [[User:Oddtwang of Dork|Oddtwang of Dork]] 16:20, 8 April 2010 (UTC)&lt;br /&gt;
:True, but I wasn't using wood for anything, only had 2 carpenters active and the wood was on the same Z plane as my workshops. The usual explanation doesn't fly for the one event I saw.&lt;br /&gt;
*Cancelling a job at the metalsmith can jam the shop if the item was being actively produced at that time (cancelled job to stop untrained armorer from working on an adamantium plate armor, shop jammed and no other orders ever went through. Ordered deconstruction and then halted deconstruction to clear this up).&lt;br /&gt;
*Adamantne plate armor takes only a single waifer to make and is worth considerably less than an adamantine battle axe at par crafting value. This is despite claiming to need 3 material to produce 1 plate armor.&lt;br /&gt;
&lt;br /&gt;
== Moods ==&lt;br /&gt;
&lt;br /&gt;
*Fey moods can request body parts (!!!): http://www.bay12games.com/forum/index.php?topic=51953.msg1123573#msg1123573&lt;br /&gt;
**Animal bones satisfies the body parts request. &lt;br /&gt;
**Animal parts (Remains, &amp;quot;body parts&amp;quot;, &amp;amp; corpses) that appear in the stock menu will NOT satisfy this request.  Skulls &amp;amp; &amp;quot;Bones&amp;quot; found via the {{k|k}} menu will also NOT satisfy this request. (See save file on [[User:Kenji_03|my userpage]] page)&lt;br /&gt;
***Same situation here. I have tons of bones, sculls, hoofs, horns, hair, cartilages etc., none of this seems to satisfy my moody dwarf. Maybe he wants something like shells (which is impossible to get due to the lack of fish) or ivory/tusks or something else I can't get, but it needs to be more specific anyway.&lt;br /&gt;
**This can mean bones OR shells, possibly more.&lt;br /&gt;
*Fey moods can request &amp;quot;rock bars.&amp;quot;  Upon further review, this means &amp;quot;metal bars&amp;quot;&lt;br /&gt;
&lt;br /&gt;
== Creature Data ==&lt;br /&gt;
&lt;br /&gt;
*Descriptions sometimes take strange objects ('She likes to consume she'): http://www.bay12games.com/forum/index.php?topic=51953.msg1123533#msg1123533&lt;br /&gt;
*When iron men and Bronze Colossuses die, the statues that make up their corpses adopt images of creatures (I.e: Statue of a dwarf 1) and events. - feature; the molten metal falling from them will make statues out of any corpses below where they died (tested and confirmed)&lt;br /&gt;
** In addition, the statues are quite tiny compared to the colossus itself - about the size of their noses.&lt;br /&gt;
*Giants and giantesses are mapped to the wrong gender.&lt;br /&gt;
*Unicorns give birth to elk fawns.&lt;br /&gt;
*Mountain goat fawns are called &amp;quot;Stray Horse foal&amp;quot;, although having all the features of a mountain goat.&lt;br /&gt;
** Confirmed, this is due to what is assumed to be a copy/paste error in the raws - The raws list &amp;quot;Mountain goat kid&amp;quot; as well as &amp;lt;b&amp;gt;&amp;quot;Horse foal&amp;quot;&amp;lt;/b&amp;gt; as possible child names, so it randomly picks one.&lt;br /&gt;
*in BODY_DETAIL_PLAN:STANDARD_HEAD_POSITIONS both eye lids are around the right eye and clean the left eye&lt;br /&gt;
*not so much a bug as a quibble. Prepared monarch butterfly brains were being sold by a local human caravan to me. Does this strike anyone else as... a tad unfulfilling?&lt;br /&gt;
&lt;br /&gt;
== Stockpiles ==&lt;br /&gt;
*Problems with categorization. (Stone is considered metal) See http://www.bay12games.com/forum/index.php?topic=51953.msg1123178#msg1123178 http://www.bay12games.com/dwarves/mantisbt/view.php?id=157&lt;br /&gt;
*Custom stockpile options don't seem to always work: http://www.bay12games.com/forum/index.php?topic=51953.msg1123474#msg1123474&lt;br /&gt;
*Dead vermin never seem to rot: http://www.bay12games.com/forum/index.php?topic=51953.msg1123731#msg1123731&lt;br /&gt;
**Dead anything for that matter...&lt;br /&gt;
*&amp;quot;Take from stockpile&amp;quot; is broken: http://www.bay12games.com/forum/index.php?topic=52126.0&lt;br /&gt;
&lt;br /&gt;
== Arena ==&lt;br /&gt;
*Graphics mode does not work with arena.&lt;br /&gt;
&lt;br /&gt;
== Military ==&lt;br /&gt;
*Copying an empty order causes an immediate crash. See http://www.bay12games.com/dwarves/mantisbt/view.php?id=83 -- '''Fixed''' {{version|0.31.03}}&lt;br /&gt;
*Going to the schedule grid of the inactive group causes an immediate crash. See http://www.bay12games.com/dwarves/mantisbt/view.php?id=156 -- '''Fixed''' {{version|0.31.03}}&lt;br /&gt;
*Dwarves who are assigned to squads seem to be permanently affixed to the soldier life - changing schedules, training options, switching out dwarves, disbanding the squad: nothing works. All they do is eat, drink, sleep, Individual Combat Drill and take Kill orders. (multiple reports, bug incidence somewhat inconsistent, deconstructing assigned barracks sometimes helps)&lt;br /&gt;
*Similarly to the issue above, squads can also get into a &amp;quot;permanent civilian life&amp;quot; and will never go into &amp;quot;recruit mode&amp;quot; unless ordered to &amp;quot;station&amp;quot; or &amp;quot;Kill a target&amp;quot;, upon canceling this order they will go back to civilian mode.  (Although they will perform individual combat drills, but in civilian garbs unless you replaced their equipment)((Confirmation needed))[[User:Kenji 03|Kenji 03]] 11:54, 5 April 2010 (UTC).&lt;br /&gt;
:I've had this happen aswell. --[[User:DUMBELLS|dUMBELLS]] 22:13, 8 April 2010 (UTC)&lt;br /&gt;
:You mean they're supposed to not be civilians while training? Oh... yeah maybe that is a bug, never seen anything else personally - foarl 10:19, 09 April, 2010&lt;br /&gt;
*Bolts assign to a squad that is then disbanded do not free up for use by other squads automatically.&lt;br /&gt;
&lt;br /&gt;
== Injuries ==&lt;br /&gt;
*Dwarf with compound fracture and mangling on his toe's nail and skin never recovered, surgeons performed &amp;quot;surgery&amp;quot; on said dwarf for years but nothing ever healed. (confirmation required)&lt;br /&gt;
**Confirmed. Red-coloured third finger of the left hand was operated on several times, up to about a month. After that, the surgeon wandered off to see to his needs, or the patient was given sustenance, thus breaking the operation.&lt;br /&gt;
*Surgeon provided constant &amp;quot;suturing,&amp;quot; each time using up thread.  May be related to above problem.&lt;br /&gt;
*blood that never seems to dry. I have a small spattering of blood from combat that happened in my first year that has turned the entrance of my fortress into a nearly constantly spreading wave of blood (high traffic area, keeps getting smeared). Also, killed a giant scorpion in year 2, as of year 4 I got unlazy and told my dwarves to dump it down my trash shoot leading 155z levels down into a lava pit. Even after 2 years of not being touched, I found scorpion ichor on the walls of my trash shoot.&lt;br /&gt;
**Confirmed. My hunters were chasing some aligators the first season I've embarked, now it's year 5 and there's blood all over the map. Same goes for goblins/trolls/whatever. On one tile in front of my fort, I have over 80 blood spatterings ;D [[User:Fuco|Fuco]] 15:32, 11 April 2010 (UTC)&lt;br /&gt;
*Specifically, any blood smear or pool can spread indefinitely.  The most common problem is a pool of blood in a high-traffic area.  This causes every dwarf that touches it to get blood on them.  Each dwarf will then eventually wash it off, creating another pool of blood by the well, which is likely another high-traffic area.  Eventually you end up with the dining room and food stockpiles all coated with several dozen different creatures' blood.  Probably the best fix would be causing blood to &amp;quot;move&amp;quot; rather than &amp;quot;spread&amp;quot;. [[User:Theothersteve7|Theothersteve7]] 17:46, 15 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Items ==&lt;br /&gt;
&lt;br /&gt;
*Eating a masterwork meal will cause the cook to suffer art defacement.&lt;br /&gt;
*Quarry bush leaves do not appear in the kitchen menu and the Dwarves will not cook them, rendering them useless except for trading. (Resolved as of 0.31.02)&lt;br /&gt;
&lt;br /&gt;
*Obsidian does not appear in the accounting stone menu&lt;br /&gt;
&lt;br /&gt;
==Nobles==&lt;br /&gt;
*My dwarves had a bit too much [[fun]], dying down to the last 4 dwarves, my nobles were killed and so on. This resulted in the Nobles-list to be emptied of noble-slots except for military nobles.. only happened once, but I had to abandon the fortress since the list stayed empty after the population growing to 30+ without a possibilty to appoint brokers or managers.&lt;br /&gt;
&lt;br /&gt;
::Confirmed. With my starting party, the expedition leader became stark raving mad, from this point the leaders noble positions disappeared from the noble screen (bookkeeping, manager, leader, etc), only military and health-related stuff remained. After he died from starvation/dehydratation, nothing changed. [[User:Jj|Jj]] 16:47, 4 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
::Second that. Mayor/broker died, and the positions became unavailable along with still vacant sheriff slot. Manager, bookkeeper and medical/military positions remained as they were, though. --[[User:Ashmore|Ashmore]] 02:26, 5 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
::Thirded. I've had this happen too. --[[User:Talkir|Talkir]] 11:20, 11 April 2010 (GMT)&lt;br /&gt;
&lt;br /&gt;
::Don't be too quick to abandon.  Once your Dwarfs elect a new mayor, the ability to appoint the other Nobles will reappear, even if every Noble position had previously disappeared. --[[User:TeDDD|TeDDD]] 11:20, 12 April 2010 (GMT&lt;br /&gt;
&lt;br /&gt;
*My old Mayors (who have been voted out and replaced) are continuing to demand accomodations befitting a mayor and making mandates.  I can check their mandates by going to that specific dwarf's thoughts, but is this intended?&lt;br /&gt;
:I've also noticed mayors not getting demoted. My new mayor wanted his bedroom and such, but when I went to reassign the rooms I noticed that the old mayor was still referred to as a mayor in the room assignment screen.&lt;br /&gt;
&lt;br /&gt;
== Graphics ==&lt;br /&gt;
*Arena does not work for graphics mode.&lt;br /&gt;
*After generating a world and embarking, you may notice missing tiles. Restart DF to fix.&lt;br /&gt;
*In the 'z'-status menu, there is no image for my nobles/administrators. Instead, there is an empty space where the purple dwarf should be.&lt;br /&gt;
&lt;br /&gt;
-------&lt;br /&gt;
Currently updated through post 77 of the .31.01 bug thread, except for Arena bugs&lt;br /&gt;
&lt;br /&gt;
== Saves ==&lt;br /&gt;
*Renaming a save (ex. &amp;quot;Region2-spr-1050&amp;quot; to &amp;quot;Region2&amp;quot;) will invalidate the save, even if you give the save it's original name back.  If you must back-up a save manually, putting it into a zip/rar file seems to preserve it's ability to be reloaded. ((Confirmation needed))[[User:Kenji 03|Kenji 03]] 11:56, 5 April 2010 (UTC)&lt;br /&gt;
:I've been renaming saves at will, both manual saves ({{k|Exc}}, &amp;quot;Save&amp;quot;) and auto-seasonal saves -  never a problem. Because the files are larger and the game more &amp;quot;cumbersome&amp;quot;, the process of saving is taking longer - betcha a dwarfbuck it's the equiv of the old Nemesis Unit crash, as described here: [http://www.bay12games.com/forum/index.php?topic=34936.0]. When saving, do NOT rename or move or delete any file involved in the save (the source or target) ''until you are sure the save is 100% complete'' - then, knock yourself out. However,iirc, there was also a problem if the file that was ''opened'' for a game is then deleted or renamed - the game doesn't re-save the entire thing, but will &amp;quot;recreate&amp;quot; the same folder name as it opened, giving ''the appearance'' of a proper save. Migtht have changed since 40d, but might not. (Read forum discussion for complete explanation). --[[User:Albedo|Albedo]] 00:07, 9 April 2010 (UTC)&lt;br /&gt;
:+1 Copying and renaming of save folders should only be done when you are out of the game. Nowadays (though already in 40d too) the game somewhat continuously reads and writes from the folder. I have copied and renamed save folders with no prob. Because I am paranoid i also move them out of the [save] folder, but I doubt its really necessary. The zip/rar part is nonsense. --[[Special:Contributions/92.202.121.225|92.202.121.225]] 21:23, 9 April 2010 (UTC)&lt;br /&gt;
:Never had a problem and I rename saves all the time. I always completely close the game before renaming a save. [[User:Doctorzuber|Doctorzuber]] 18:30, 11 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
==forging Breastplate &amp;amp; Chainmail==&lt;br /&gt;
A metal breastplate currently only requires 1 bar of a metal to forge; however, when out of bars, the [[announcement]] seen reads &lt;br /&gt;
:''&amp;quot;Urist McArmorsmith cancels forge &amp;lt;x-metal&amp;gt; breastplate: needs 3 &amp;lt;x-metal&amp;gt; bars.&amp;quot;'' &lt;br /&gt;
A similar situation exists with chainmail ([[40d:chain armor]]), but with an announcement re &amp;quot;2 bars&amp;quot;.  Since in 40d a breastplate ([[40d:plate armor]]) required 3 bars and chain required 2, it's a good bet that this can be viewed as a bug. Tried mulitple times with copper, bronze and bis-bronze (not w/ steel or adamantine). (Conf needed, I suppose)--[[User:Albedo|Albedo]] 00:07, 9 April 2010 (UTC)&lt;br /&gt;
: I can confirm this. And it appears to apply to all metals, and all metal items. An iron breastplate only needed 1 bar (I checked, there was only 1 bar in the workshop when he started working) and the job was only cancelled when (checking the stocks screen) there were no bars left, but I still got the &amp;quot;needs 3 bars&amp;quot; message. Same with greaves, except it said &amp;quot;needs 2 bars&amp;quot;. It also seems to need only one adamantine wafer to produce anything, which is particularly jarring. I'm currently drowning in metal crap. Definitely a bug. --[[User:Mr Frog|Mr Frog]] 20:25, 9 April 2010 (UTC)&lt;br /&gt;
: Can confirm this happens with metal bins as well, needing only one bar but mentioning 3 when you don't have any.  It's possible that this does *not* happen for metal barrels.  Possibly connected to some jobs being titled &amp;quot;forge&amp;quot; and some &amp;quot;construct&amp;quot;? -- Narmio&lt;br /&gt;
:Just an interesting note on mechanics I noticed because of this bug. It bases the value of an item off the number of bars in it, so my adamantium breast plates are worth less than an adamantium axe (multipliers involved I'm sure) for any level of crafting. -Foarl&lt;br /&gt;
&lt;br /&gt;
==Trading and Depot==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;s&amp;gt;Traders stay a long time. So long that an elven caravan didn't move and another human caravan already came before they had a chance to do anything like LEAVE (stupid hippies with their vast number of useless items on warthogs, seems to slow them down a lot). Never saw this in the first version.&amp;lt;/s&amp;gt; -foarl&lt;br /&gt;
: Turns out the elves are just bugged. The human caravan came and went but the elves are still just sitting there a full season later. I'm contemplating killing them with my military to see how the adamantium platemail holds up with the new combat system.&lt;br /&gt;
: (Probably reproducible, but I have not done thorough testing) If a depot is assigned for dismantling while caravan arrives, a diplomat leaves unhappy. While this might be pretty normal, the diplomat will continue leaving unhappy every year regardless of the depot.&lt;br /&gt;
:: This behavior is believed to be caused by a bug in the wealth calculation. In some cases it will &amp;quot;find&amp;quot; a large amount of stuff down in the underground areas adding a very large number to your wealth which results in traders coming with truly absurd amounts of trade goods. [[User:Doctorzuber|Doctorzuber]] 18:32, 11 April 2010 (UTC)&lt;br /&gt;
:Forbid your depot ({{k|t}} - {{k|f}}) and they'll begone! -Manslay&lt;br /&gt;
:: Personally, I think this may not be a bug, but rather an odd way the pack-up-time is calculated.  If you trade an enormous number of individual objects, they seem to stick around longer.  This is common with the elves because people tend to use wooden bins.[[User:Theothersteve7|Theothersteve7]] 17:49, 13 April 2010 (UTC)&lt;br /&gt;
:::I've seen this happen quite a bit as well. However, I don't think that is the case. I always trade individual items (why get rid of perfectly good bins?) and the human/dwarven caravans don't linger as long as the elves do.--[[User:Kuroneko|Kuroneko]] 18:14, 14 April 2010 (UTC)&lt;br /&gt;
::::This is because creatures that the elves come with do not have pack animal values set on them, yet elves are able to use any creature as a pack animal. For example, check what is carrying their goods when they arrive: often it'll be warthogs or something similar, which do not have trade capacity values and thus the game probably sets them to max. Which makes them carry enormous, ridiculous loads and take forever to load/unpack. [[User:Teldin|Teldin]] 18:54, 14 April 2010 (UTC)&lt;br /&gt;
:::::That seems more likely than my theory. [[User:Theothersteve7|Theothersteve7]] 17:49, 15 April 2010 (UTC)&lt;/div&gt;</summary>
		<author><name>Confused</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Known_bugs_and_issues&amp;diff=93355</id>
		<title>v0.31:Known bugs and issues</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Known_bugs_and_issues&amp;diff=93355"/>
		<updated>2010-04-15T20:29:02Z</updated>

		<summary type="html">&lt;p&gt;Confused: /* Embarking */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{AV}}&lt;br /&gt;
{{elven}}&lt;br /&gt;
'''PLEASE SUBMIT BUGS TO THE OFFICIAL BUG TRACKER - THEY WON'T GET FIXED IF THEY ARE ONLY LISTED HERE.'''&amp;lt;br /&amp;gt;&lt;br /&gt;
'''[http://bay12games.com/dwarves/mantisbt/ Dwarf Fortress Bug Tracker]'''&lt;br /&gt;
&lt;br /&gt;
*Please link to the mantis tracker issue as well as the forum post if possible.&lt;br /&gt;
&lt;br /&gt;
As the version is new, and we're still discovering what bugs are, obviously a lot of unverifiable information is going to get added to this thread.  Recommend that new entries be added with &amp;quot;'''(confirmation needed)'''&amp;quot;, and that people can document each bug on the discussion page.  Once we have 2+ instances of a bug with some specific description of what's occurring, we can remove the parenthetical, or alternately, we can discuss removing unconfirmed bugs if there are issues in recreating them.  People can also link relevant posts and threads from the forums here to help document the bugs. --[[User:Squirrelloid|Squirrelloid]] 08:58, 3 April 2010 (UTC)&lt;br /&gt;
:Please also read the 'Not Actually Bugs' section before adding bug reports! --[[User:Squirrelloid|Squirrelloid]] 09:00, 3 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
==Not Actually Bugs==&lt;br /&gt;
*As megabeasts no longer die during world creation, the standard world creation will run until 1050 (Dwarf-Rapture) unless stopped. -- Andrei901, 2 April 2010, someone else check this please&lt;br /&gt;
::Not a bug.  World creation is *supposed* to run until 1050... --[[User:Squirrelloid|Squirrelloid]] 08:50, 3 April 2010 (UTC)&lt;br /&gt;
:::If you 'create world with parameters', one of the parameters which can be altered is the end year; you could lower the value to have world generation run more quickly, though the resulting world will potentially be less rich with history, legends and trappings of civilisation. [[User:Oddtwang of Dork|Oddtwang of Dork]] 16:10, 8 April 2010 (UTC)&lt;br /&gt;
*Tilesets in png format don't work?  Just a black display.&lt;br /&gt;
::Tilesets must be in .bmp format, as they always have had to be.  The .png format only works for the d# series. --[[User:Squirrelloid|Squirrelloid]] 08:50, 3 April 2010 (UTC)&lt;br /&gt;
:::A d## merge is in progress, .png will be supported soon.--[[User:Ar-Pharazon|Ar-Pharazon]] 01:32, 4 April 2010 (UTC)&lt;br /&gt;
*When choosing material for a squad item(cloak in this case) there are hundreds of &amp;quot;forgotten beast leather&amp;quot; to choose from.&lt;br /&gt;
::That's because there are lots of different forgotten beasts.  Somewhat annoying?  Yes.  Working exactly like every other source creature for leather?  Yes. --[[User:Squirrelloid|Squirrelloid]] 08:50, 3 April 2010 (UTC)&lt;br /&gt;
*Making a adamantine cloak -sometimes- results in &amp;quot;Urist McArmorer, Armorer cancels Forge adamantine cloak: Needs 10000 adamantine cloth.&amp;quot; Also needed 15000 strands to make wafers.  Update: this happens if you don't have enough cloths, I had 4 adamantine cloths in this case. If you have enough it works nicely. (The actual required number is much less than 15,000.  It's closer to something like 10 adamantine strands.  This is probably due to the fact that cloth can be consumed &amp;quot;in pieces&amp;quot; now for medical purposes).&lt;br /&gt;
*&amp;quot;Clothier canceled construct silk bag: needs 1000 cloth&amp;quot;: http://www.bay12games.com/forum/index.php?topic=51953.msg1123552#msg1123552&lt;br /&gt;
::This is working as intended.  Cloth is now measured in smaller units than individual pieces.  If anything, the bug is that the game isn't telling you how much cloth each cloth item represents. --[[User:Squirrelloid|Squirrelloid]] 08:52, 3 April 2010 (UTC)&lt;br /&gt;
*Cats and Dogs - Including kittens, puppies, and War/Hunting variants - are similarly listed twice.&lt;br /&gt;
::They're listed twice because they separately list males and females.  WAD. --[[User:Squirrelloid|Squirrelloid]] 09:05, 3 April 2010 (UTC)&lt;br /&gt;
*Weird red C in top left corner - &amp;quot;&amp;lt;span style=&amp;quot;color:#FF0000; background:#B22222&amp;quot;&amp;gt;''' C '''&amp;lt;/span&amp;gt;&amp;quot; means new combat report, &amp;quot;&amp;lt;span style=&amp;quot;color:#00FF00; background:#008000&amp;quot;&amp;gt;''' H '''&amp;lt;/span&amp;gt;&amp;quot; means new hunting message, &amp;quot;&amp;lt;span style=&amp;quot;color:#48D1CC; background:#008080&amp;quot;&amp;gt;''' S '''&amp;lt;/span&amp;gt;&amp;quot; means new sparring message. Feature, not bug: http://www.bay12games.com/forum/index.php?topic=52514.0&lt;br /&gt;
*No option for magma in the finder, this is because [[magma]] is guaranteed everywhere now.&lt;br /&gt;
*Corpses sitting in refuse piles turn into skeletons rather than piles of bones, in fact in the 2+ years I started my fort I haven't seen a single bone or shell in my refuse stockpile and yes, we've been eating fish too.  I think bones are gone or something.  Haven't tried butchering animals yet, though, so confirmation please...&lt;br /&gt;
::Arena Mode allows skeletons to be butchered into bones and a skull. Fortress Mode should be the same&lt;br /&gt;
::Dwarves automatically take skeletons, partial skeletons and limbs from the refuse stockpile and butcher them to produce only bones and skulls. (confirmation needed)&lt;br /&gt;
::They don't, while a few dwarfs have nothing but butchery enabled.&lt;br /&gt;
:::Only butcherable are accepted for turning skeletons into bones.  This seems to mean that goblins and the like cannot be harvested for their bones anymore. --[[User:Squirrelloid|Squirrelloid]] 12:58, 15 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Embarking ==&lt;br /&gt;
&lt;br /&gt;
*You can embark with some rather unrealistic prepared foods (such as the aforementioned fly brains, which in real life go at about 900 thousand brains to the pound). This may be related to further issues involving vermin's organs.&lt;br /&gt;
*All fish are mentioned 2x.  See http://www.bay12games.com/forum/index.php?topic=51953.msg1123220#msg1123220&lt;br /&gt;
*I find that I am unable to add items or skill points to my dwarves on the embarking screen.  I'm using Mayday's graphics pack.  I'm not sure what the cause of this is or if I'm just missing something obvious. (Explanation/Confirmation needed)&lt;br /&gt;
&lt;br /&gt;
: ((signing your posts helps, and it just means you need to free up expedition points (cancel an item)))[[User:Kenji 03|Kenji 03]] 11:32, 5 April 2010 (UTC).&lt;br /&gt;
::I thought it might be that I needed to free up points too, but the counter shows that I have points-a-plenty.  I'm also unable to subtract items from my embarkation list.--[[Special:Contributions/67.166.145.39|67.166.145.39]] 02:51, 6 April 2010 (UTC)&lt;br /&gt;
::I can confirm this. It happens in vanilla too apparently.  Hit &amp;quot;esc&amp;quot; and go to you custom binds and rest your + and - keys.  Do the same for the */ keys.&lt;br /&gt;
:::I use an external NumPad with my laptop, and toggling NumLock on it can change the behaviour of keys like these. [[User:Oddtwang of Dork|Oddtwang of Dork]] 16:14, 8 April 2010 (UTC)&lt;br /&gt;
:::: What are you guys talking about? I've had no problems, nor have I seen any complaints about this on the bug tracker which I have been watching actively. [[User:Doctorzuber|Doctorzuber]] 16:29, 11 April 2010 (UTC)&lt;br /&gt;
:::::I guess they are talking about not having a US keyboard or being on a laptop. The first hurdle for me a long time back with DF was figuring out what actual keys work ;) Now that we have keybinds this is all easier, but we need to tell people more that they can change any key they want. --[[User:Confused|Confused]] 20:29, 15 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
*After embarking with items that was listed two times in list game crashes.{{verify}}&lt;br /&gt;
:Unconfirmed, though people on [[DF2010 Talk:Embark]] say that this is false. [[User:Garanis|Garanis]] 23:30, 9 April 2010 (UTC)&lt;br /&gt;
:I believe this one to be false, they are probably crashing for a different reason. [[User:Doctorzuber|Doctorzuber]] 16:25, 11 April 2010 (UTC)&lt;br /&gt;
*Cannot seem to quit from embark screen.  Esc. does nothing, is this a bug?  Also, had to hunt down process to quit.  [[Special:Contributions/72.152.246.212|72.152.246.212]] 14:48, 7 April 2010 (UTC)&lt;br /&gt;
:Possibly the menu key has become bound to something other than Esc? [[User:Oddtwang of Dork|Oddtwang of Dork]] 16:14, 8 April 2010 (UTC)&lt;br /&gt;
:Confirmed, You cannot quit once you press &amp;quot;Dwarf forteress&amp;quot; until you've actually embarked. [[Guest]] 8 April 2010&lt;br /&gt;
:This is accurate. Much as I hate this one, it could be argued that this is a design choice. [[User:Doctorzuber|Doctorzuber]] 16:27, 11 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Sites ==&lt;br /&gt;
&lt;br /&gt;
*Magma pipes in volcanoes extend to the top of the map, past the mountain itself.&lt;br /&gt;
*Magma tubes remain the same shape and size the whole way down and may be square. See http://www.bay12games.com/forum/index.php?topic=52412.0 (for the above as well)&lt;br /&gt;
&lt;br /&gt;
== Buildings and Zones ==&lt;br /&gt;
&lt;br /&gt;
*Can't farm on dry soil. See http://www.bay12games.com/forum/index.php?topic=51951.msg1123336#msg1123336&lt;br /&gt;
*Construction and/or deconstruction can occasionally force some dwarves to idle.  See: http://www.bay12games.com/forum/index.php?topic=51953.msg1123250#msg1123250&lt;br /&gt;
*Dwarves raid elf (all?) caravans for cloth (maybe thread as well) for the hospital zone. (confirmed. Won't happen if your hospital zone has no room in it's containers for the items, though). (confirmed to raid dwarven caravans as well)&lt;br /&gt;
** They also try to eat elf food at the Depot, but realize their mistake halfway and stop... then try again... you can see where this is going.&lt;br /&gt;
*Emptied murky ponds refill much faster than they used to. A decent sized pond that's been mined into can now flood your fortress if it starts raining (confirmation required)&lt;br /&gt;
**I believe that this is because rain will now fall at different rates, or so I've observed. Meaning you'll either get a downpour or a light sprinkle, or somewhere in between, and It will fill pools accordingly.&lt;br /&gt;
*There are currently no (or occasionally very few) fish. This includes brooks, rivers, oceans, ponds, lakes (underground and otherwise). You may get a few turtles sometimes. No known workaround: http://www.bay12games.com/forum/index.php?topic=52217.0&lt;br /&gt;
**Known bug that is confirmed as resolved by toady on the bug tracker. Should be fixed in 31.04&lt;br /&gt;
&lt;br /&gt;
== Combat ==&lt;br /&gt;
&lt;br /&gt;
*Some combat maneuvers have no effect.  See: http://www.bay12games.com/forum/index.php?topic=51953.msg1123104#msg1123104&lt;br /&gt;
**Attempting to grab a bodypart with a weapon leads to &amp;quot;you grab *** by *** with your *weapon* but nothing is grabbed&lt;br /&gt;
**Attempting to &amp;quot;pinch&amp;quot; various body parts shows &amp;quot;you adjust you grip on***&amp;quot; and nothing else.&lt;br /&gt;
*Alligators can wear armor (same post as above)&lt;br /&gt;
*Non-alive creatures (like bronze colossuses, zombies and blizzard men) cannot be destroyed (possibly because they can't bleed to death nor have their brain destroyed).  However arena testing has revealed that [[dragonfire]] can melt bronze colossuses.  See http://www.bay12games.com/forum/index.php?topic=51953.msg1123220#msg1123220&lt;br /&gt;
:: I had the same problem with skeletal animals. Even a skeletal groundhog fought on without nearly every limb or organ. But they can be killed: A 16 z-level drop does do the trick. --[[User:Doub|Doub]] 11:13, 6 April 2010 (UTC)&lt;br /&gt;
*Shield-bashing has no effect with a wooden shield: http://www.bay12games.com/forum/index.php?topic=51953.msg1123499#msg1123499&lt;br /&gt;
*The default settings are such that your military dwarfs will train, train, train, and possibly starve in the process. See {{L|Military/Guide}}, &amp;quot;Getting your squad to do something&amp;quot;, for details.&lt;br /&gt;
*Dwarves will continue to train in barracks even after being removed from a squad. (Because they are completing the task they started before they will move on to something else, changing your alert helps here as well).&lt;br /&gt;
*{{L|Wrestling}} will take much longer than combat using any kind of Weapon (unlike in 40d), this is due to the fact that a wrestler will have a very hard time making an opponent either bleed to death or have their brain destroyed.  A single wrestler, completely untrained, can take on a pack of 5 Crawls in about 20 minute (at 50fps) if Urist McWrestler goes into a martial state.  But a Dwarf with an Adamantine battle axe, even if completely untrained, can cut through 5 Crawls in about 5 minutes (at 50fps).&lt;br /&gt;
*[[Thirsty]] and [[Hungry]] tags are guaranteed to appear for any soldier (as they are when a dwarf does anything else in this release) because Dwarves will now try to complete a task before they eat/drink.  (While I have yet to have a wrestler pass out due to not eating/drinking, they will be wrestling in combat until they kill their target)[[User:Kenji 03|Kenji 03]] 11:44, 5 April 2010 (UTC).&lt;br /&gt;
&lt;br /&gt;
== Labors ==&lt;br /&gt;
&lt;br /&gt;
*Hunting Issues.  See: http://www.bay12games.com/forum/index.php?topic=51953.msg1123228#msg1123228&lt;br /&gt;
*Miners now cancel mining designations when they can't reach them: http://www.bay12games.com/forum/index.php?topic=51953.msg1123272#msg1123272&lt;br /&gt;
*Metal goblets are always iron, regardless of input: http://www.bay12games.com/forum/index.php?topic=51953.msg1123533#msg1123533 (Not true; I've made tons of copper goblets using copper bars)&lt;br /&gt;
*Manager screen doesn't show you materials for traction benches: http://www.bay12games.com/forum/index.php?topic=51953.msg1123533#msg1123533&lt;br /&gt;
*Workers are too dedicated, dehydrate themselves: http://www.bay12games.com/forum/index.php?topic=51953.msg1123599#msg1123599&lt;br /&gt;
*Cooking with alcohol is buggy: http://www.bay12games.com/forum/index.php?topic=51953.msg1123702#msg1123702&lt;br /&gt;
*When crafting shell crafts, craftsdwarves never actually produce a shell craft, but instead sit forever with the same shell, with their skills increasing. (confirmation required)&lt;br /&gt;
*Dwarves take orders to prepare meals with liquid ingredients like dwarven syrup, wine, and rum, but almost never do it and instead dump the liquid inside the kitchen where it sits cluttering it up and can't be moved...  Because it's liquid.&lt;br /&gt;
::Using dwarven syrup works just fine for me, but my cook always grabs at least one solid ingredient.  Ie, 3 stacks of syrup + one stack of cheese -&amp;gt; finished and edible meal. --[[User:Squirrelloid|Squirrelloid]] 17:54, 5 April 2010 (UTC)&lt;br /&gt;
*Making Rock Short Sword results in a wooden short sword. Especially annoying when making an adamantine sword! (multiple reports)&lt;br /&gt;
::Is this before or after setting the rock to be allowed for non-economic use in the 'z' screen?&lt;br /&gt;
*Wood cutter.  Tried to upgrade his axe to a steel one, never cut another tree in his life after being forced to dump his copper battle axe.  It's like wood cutting had a seperate profile and he was the only one excluded;  Sure enough, turned one of my jewelers into wood cutter and it worked fine for him.&lt;br /&gt;
*Woodcutters can chop down trees with (wooden) training axes.&lt;br /&gt;
*Immigrants arrive with only peasant labors enabled, even if they are legendary jewelers or whatever. They may sometimes have weird labors enabled. (Stonecrafting master lye makers) No known workaround, manually check each immigrants labors.&lt;br /&gt;
*In the {{k|o}}rders menu, there are options (in {{k|W}}orkshops) for auto {{k|b}}utcher, auto {{k|k}}itchen and auto {{k|f}}ishery. All three of these respond to {{k|b}} only, {{k|k}} and {{k|f}} do nothing.&lt;br /&gt;
*Parties never end, sometimes eating up half the labor force.&lt;br /&gt;
::You ever waited for parties to actually end in .40d?  Just undesignate the statue garden or whatever and the party ends =)&lt;br /&gt;
::That's the workaround I took, except I had to get rid of the dining room.  In any case, it's still a bug.&lt;br /&gt;
* Soap-making seems to be broken big time. You can build a soap-maker's shop, but you can't assign tasks to it. Issuing work order through the manager does work, &amp;lt;s&amp;gt;but the soap is never taken to any stockpiles or hospitals and stays forever in the workshop&amp;lt;/s&amp;gt; (soap is/might be taken if there is storage.)&lt;br /&gt;
* Making waterskin in leather works results in a weird item called &amp;quot;flask&amp;quot; (simply that, no mention of leather or whatever) that is never used and stays forever in the workshop. Those don't seem to cause clutter in the workshop either.  (A metal variant (Ex. Iron) is now capable of being created at a metal smith, probably causing this bug.  Soldiers will carry an Metal Flask).&lt;br /&gt;
Miners will sometimes dig into underground seas with no &amp;quot;Damp Stone&amp;quot; notification prior to that.&lt;br /&gt;
*Dwarves will occasionally go exceptionally out of their way to get a material while a giant stockpile is sitting beside them (I saw my carpenter travel half the map to get a log while there was a stockpile of 20 logs beside him)&lt;br /&gt;
:This will happen if the stockpiled items are already reserved for another task (sometimes happens en masse if you're designating constructions from the material). If this still functions as it did in 40d, dwarves will count the number of tiles to an item 'as the crow flies' rather than checking the actual pathfinding distance, meaning that they regard items above or below their workshop as being very nearby even if the travel distance to reach them is substantial. [[User:Oddtwang of Dork|Oddtwang of Dork]] 16:20, 8 April 2010 (UTC)&lt;br /&gt;
:True, but I wasn't using wood for anything, only had 2 carpenters active and the wood was on the same Z plane as my workshops. The usual explanation doesn't fly for the one event I saw.&lt;br /&gt;
*Cancelling a job at the metalsmith can jam the shop if the item was being actively produced at that time (cancelled job to stop untrained armorer from working on an adamantium plate armor, shop jammed and no other orders ever went through. Ordered deconstruction and then halted deconstruction to clear this up).&lt;br /&gt;
*Adamantne plate armor takes only a single waifer to make and is worth considerably less than an adamantine battle axe at par crafting value. This is despite claiming to need 3 material to produce 1 plate armor.&lt;br /&gt;
&lt;br /&gt;
== Moods ==&lt;br /&gt;
&lt;br /&gt;
*Fey moods can request body parts (!!!): http://www.bay12games.com/forum/index.php?topic=51953.msg1123573#msg1123573&lt;br /&gt;
**Animal bones satisfies the body parts request. &lt;br /&gt;
**Animal parts (Remains, &amp;quot;body parts&amp;quot;, &amp;amp; corpses) that appear in the stock menu will NOT satisfy this request.  Skulls &amp;amp; &amp;quot;Bones&amp;quot; found via the {{k|k}} menu will also NOT satisfy this request. (See save file on [[User:Kenji_03|my userpage]] page)&lt;br /&gt;
***Same situation here. I have tons of bones, sculls, hoofs, horns, hair, cartilages etc., none of this seems to satisfy my moody dwarf. Maybe he wants something like shells (which is impossible to get due to the lack of fish) or ivory/tusks or something else I can't get, but it needs to be more specific anyway.&lt;br /&gt;
**This can mean bones OR shells, possibly more.&lt;br /&gt;
*Fey moods can request &amp;quot;rock bars.&amp;quot;  Upon further review, this means &amp;quot;metal bars&amp;quot;&lt;br /&gt;
&lt;br /&gt;
== Creature Data ==&lt;br /&gt;
&lt;br /&gt;
*Descriptions sometimes take strange objects ('She likes to consume she'): http://www.bay12games.com/forum/index.php?topic=51953.msg1123533#msg1123533&lt;br /&gt;
*When iron men and Bronze Colossuses die, the statues that make up their corpses adopt images of creatures (I.e: Statue of a dwarf 1) and events. - feature; the molten metal falling from them will make statues out of any corpses below where they died (tested and confirmed)&lt;br /&gt;
** In addition, the statues are quite tiny compared to the colossus itself - about the size of their noses.&lt;br /&gt;
*Giants and giantesses are mapped to the wrong gender.&lt;br /&gt;
*Unicorns give birth to elk fawns.&lt;br /&gt;
*Mountain goat fawns are called &amp;quot;Stray Horse foal&amp;quot;, although having all the features of a mountain goat.&lt;br /&gt;
** Confirmed, this is due to what is assumed to be a copy/paste error in the raws - The raws list &amp;quot;Mountain goat kid&amp;quot; as well as &amp;lt;b&amp;gt;&amp;quot;Horse foal&amp;quot;&amp;lt;/b&amp;gt; as possible child names, so it randomly picks one.&lt;br /&gt;
*in BODY_DETAIL_PLAN:STANDARD_HEAD_POSITIONS both eye lids are around the right eye and clean the left eye&lt;br /&gt;
*not so much a bug as a quibble. Prepared monarch butterfly brains were being sold by a local human caravan to me. Does this strike anyone else as... a tad unfulfilling?&lt;br /&gt;
&lt;br /&gt;
== Stockpiles ==&lt;br /&gt;
*Problems with categorization. (Stone is considered metal) See http://www.bay12games.com/forum/index.php?topic=51953.msg1123178#msg1123178 http://www.bay12games.com/dwarves/mantisbt/view.php?id=157&lt;br /&gt;
*Custom stockpile options don't seem to always work: http://www.bay12games.com/forum/index.php?topic=51953.msg1123474#msg1123474&lt;br /&gt;
*Dead vermin never seem to rot: http://www.bay12games.com/forum/index.php?topic=51953.msg1123731#msg1123731&lt;br /&gt;
**Dead anything for that matter...&lt;br /&gt;
*&amp;quot;Take from stockpile&amp;quot; is broken: http://www.bay12games.com/forum/index.php?topic=52126.0&lt;br /&gt;
&lt;br /&gt;
== Arena ==&lt;br /&gt;
*Graphics mode does not work with arena.&lt;br /&gt;
&lt;br /&gt;
== Military ==&lt;br /&gt;
*Copying an empty order causes an immediate crash. See http://www.bay12games.com/dwarves/mantisbt/view.php?id=83 -- '''Fixed''' {{version|0.31.03}}&lt;br /&gt;
*Going to the schedule grid of the inactive group causes an immediate crash. See http://www.bay12games.com/dwarves/mantisbt/view.php?id=156 -- '''Fixed''' {{version|0.31.03}}&lt;br /&gt;
*Dwarves who are assigned to squads seem to be permanently affixed to the soldier life - changing schedules, training options, switching out dwarves, disbanding the squad: nothing works. All they do is eat, drink, sleep, Individual Combat Drill and take Kill orders. (multiple reports, bug incidence somewhat inconsistent, deconstructing assigned barracks sometimes helps)&lt;br /&gt;
*Similarly to the issue above, squads can also get into a &amp;quot;permanent civilian life&amp;quot; and will never go into &amp;quot;recruit mode&amp;quot; unless ordered to &amp;quot;station&amp;quot; or &amp;quot;Kill a target&amp;quot;, upon canceling this order they will go back to civilian mode.  (Although they will perform individual combat drills, but in civilian garbs unless you replaced their equipment)((Confirmation needed))[[User:Kenji 03|Kenji 03]] 11:54, 5 April 2010 (UTC).&lt;br /&gt;
:I've had this happen aswell. --[[User:DUMBELLS|dUMBELLS]] 22:13, 8 April 2010 (UTC)&lt;br /&gt;
:You mean they're supposed to not be civilians while training? Oh... yeah maybe that is a bug, never seen anything else personally - foarl 10:19, 09 April, 2010&lt;br /&gt;
*Bolts assign to a squad that is then disbanded do not free up for use by other squads automatically.&lt;br /&gt;
&lt;br /&gt;
== Injuries ==&lt;br /&gt;
*Dwarf with compound fracture and mangling on his toe's nail and skin never recovered, surgeons performed &amp;quot;surgery&amp;quot; on said dwarf for years but nothing ever healed. (confirmation required)&lt;br /&gt;
**Confirmed. Red-coloured third finger of the left hand was operated on several times, up to about a month. After that, the surgeon wandered off to see to his needs, or the patient was given sustenance, thus breaking the operation.&lt;br /&gt;
*Surgeon provided constant &amp;quot;suturing,&amp;quot; each time using up thread.  May be related to above problem.&lt;br /&gt;
*blood that never seems to dry. I have a small spattering of blood from combat that happened in my first year that has turned the entrance of my fortress into a nearly constantly spreading wave of blood (high traffic area, keeps getting smeared). Also, killed a giant scorpion in year 2, as of year 4 I got unlazy and told my dwarves to dump it down my trash shoot leading 155z levels down into a lava pit. Even after 2 years of not being touched, I found scorpion ichor on the walls of my trash shoot.&lt;br /&gt;
**Confirmed. My hunters were chasing some aligators the first season I've embarked, now it's year 5 and there's blood all over the map. Same goes for goblins/trolls/whatever. On one tile in front of my fort, I have over 80 blood spatterings ;D [[User:Fuco|Fuco]] 15:32, 11 April 2010 (UTC)&lt;br /&gt;
*Specifically, any blood smear or pool can spread indefinitely.  The most common problem is a pool of blood in a high-traffic area.  This causes every dwarf that touches it to get blood on them.  Each dwarf will then eventually wash it off, creating another pool of blood by the well, which is likely another high-traffic area.  Eventually you end up with the dining room and food stockpiles all coated with several dozen different creatures' blood.  Probably the best fix would be causing blood to &amp;quot;move&amp;quot; rather than &amp;quot;spread&amp;quot;. [[User:Theothersteve7|Theothersteve7]] 17:46, 15 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Items ==&lt;br /&gt;
&lt;br /&gt;
*Eating a masterwork meal will cause the cook to suffer art defacement.&lt;br /&gt;
*Quarry bush leaves do not appear in the kitchen menu and the Dwarves will not cook them, rendering them useless except for trading. (Resolved as of 0.31.02)&lt;br /&gt;
&lt;br /&gt;
*Obsidian does not appear in the accounting stone menu&lt;br /&gt;
&lt;br /&gt;
==Nobles==&lt;br /&gt;
*My dwarves had a bit too much [[fun]], dying down to the last 4 dwarves, my nobles were killed and so on. This resulted in the Nobles-list to be emptied of noble-slots except for military nobles.. only happened once, but I had to abandon the fortress since the list stayed empty after the population growing to 30+ without a possibilty to appoint brokers or managers.&lt;br /&gt;
&lt;br /&gt;
::Confirmed. With my starting party, the expedition leader became stark raving mad, from this point the leaders noble positions disappeared from the noble screen (bookkeeping, manager, leader, etc), only military and health-related stuff remained. After he died from starvation/dehydratation, nothing changed. [[User:Jj|Jj]] 16:47, 4 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
::Second that. Mayor/broker died, and the positions became unavailable along with still vacant sheriff slot. Manager, bookkeeper and medical/military positions remained as they were, though. --[[User:Ashmore|Ashmore]] 02:26, 5 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
::Thirded. I've had this happen too. --[[User:Talkir|Talkir]] 11:20, 11 April 2010 (GMT)&lt;br /&gt;
&lt;br /&gt;
::Don't be too quick to abandon.  Once your Dwarfs elect a new mayor, the ability to appoint the other Nobles will reappear, even if every Noble position had previously disappeared. --[[User:TeDDD|TeDDD]] 11:20, 12 April 2010 (GMT&lt;br /&gt;
&lt;br /&gt;
*My old Mayors (who have been voted out and replaced) are continuing to demand accomodations befitting a mayor and making mandates.  I can check their mandates by going to that specific dwarf's thoughts, but is this intended?&lt;br /&gt;
:I've also noticed mayors not getting demoted. My new mayor wanted his bedroom and such, but when I went to reassign the rooms I noticed that the old mayor was still referred to as a mayor in the room assignment screen.&lt;br /&gt;
&lt;br /&gt;
== Graphics ==&lt;br /&gt;
*Arena does not work for graphics mode.&lt;br /&gt;
*After generating a world and embarking, you may notice missing tiles. Restart DF to fix.&lt;br /&gt;
*In the 'z'-status menu, there is no image for my nobles/administrators. Instead, there is an empty space where the purple dwarf should be.&lt;br /&gt;
&lt;br /&gt;
-------&lt;br /&gt;
Currently updated through post 77 of the .31.01 bug thread, except for Arena bugs&lt;br /&gt;
&lt;br /&gt;
== Saves ==&lt;br /&gt;
*Renaming a save (ex. &amp;quot;Region2-spr-1050&amp;quot; to &amp;quot;Region2&amp;quot;) will invalidate the save, even if you give the save it's original name back.  If you must back-up a save manually, putting it into a zip/rar file seems to preserve it's ability to be reloaded. ((Confirmation needed))[[User:Kenji 03|Kenji 03]] 11:56, 5 April 2010 (UTC)&lt;br /&gt;
:I've been renaming saves at will, both manual saves ({{k|Exc}}, &amp;quot;Save&amp;quot;) and auto-seasonal saves -  never a problem. Because the files are larger and the game more &amp;quot;cumbersome&amp;quot;, the process of saving is taking longer - betcha a dwarfbuck it's the equiv of the old Nemesis Unit crash, as described here: [http://www.bay12games.com/forum/index.php?topic=34936.0]. When saving, do NOT rename or move or delete any file involved in the save (the source or target) ''until you are sure the save is 100% complete'' - then, knock yourself out. However,iirc, there was also a problem if the file that was ''opened'' for a game is then deleted or renamed - the game doesn't re-save the entire thing, but will &amp;quot;recreate&amp;quot; the same folder name as it opened, giving ''the appearance'' of a proper save. Migtht have changed since 40d, but might not. (Read forum discussion for complete explanation). --[[User:Albedo|Albedo]] 00:07, 9 April 2010 (UTC)&lt;br /&gt;
:+1 Copying and renaming of save folders should only be done when you are out of the game. Nowadays (though already in 40d too) the game somewhat continuously reads and writes from the folder. I have copied and renamed save folders with no prob. Because I am paranoid i also move them out of the [save] folder, but I doubt its really necessary. The zip/rar part is nonsense. --[[Special:Contributions/92.202.121.225|92.202.121.225]] 21:23, 9 April 2010 (UTC)&lt;br /&gt;
:Never had a problem and I rename saves all the time. I always completely close the game before renaming a save. [[User:Doctorzuber|Doctorzuber]] 18:30, 11 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
==forging Breastplate &amp;amp; Chainmail==&lt;br /&gt;
A metal breastplate currently only requires 1 bar of a metal to forge; however, when out of bars, the [[announcement]] seen reads &lt;br /&gt;
:''&amp;quot;Urist McArmorsmith cancels forge &amp;lt;x-metal&amp;gt; breastplate: needs 3 &amp;lt;x-metal&amp;gt; bars.&amp;quot;'' &lt;br /&gt;
A similar situation exists with chainmail ([[40d:chain armor]]), but with an announcement re &amp;quot;2 bars&amp;quot;.  Since in 40d a breastplate ([[40d:plate armor]]) required 3 bars and chain required 2, it's a good bet that this can be viewed as a bug. Tried mulitple times with copper, bronze and bis-bronze (not w/ steel or adamantine). (Conf needed, I suppose)--[[User:Albedo|Albedo]] 00:07, 9 April 2010 (UTC)&lt;br /&gt;
: I can confirm this. And it appears to apply to all metals, and all metal items. An iron breastplate only needed 1 bar (I checked, there was only 1 bar in the workshop when he started working) and the job was only cancelled when (checking the stocks screen) there were no bars left, but I still got the &amp;quot;needs 3 bars&amp;quot; message. Same with greaves, except it said &amp;quot;needs 2 bars&amp;quot;. It also seems to need only one adamantine wafer to produce anything, which is particularly jarring. I'm currently drowning in metal crap. Definitely a bug. --[[User:Mr Frog|Mr Frog]] 20:25, 9 April 2010 (UTC)&lt;br /&gt;
: Can confirm this happens with metal bins as well, needing only one bar but mentioning 3 when you don't have any.  It's possible that this does *not* happen for metal barrels.  Possibly connected to some jobs being titled &amp;quot;forge&amp;quot; and some &amp;quot;construct&amp;quot;? -- Narmio&lt;br /&gt;
:Just an interesting note on mechanics I noticed because of this bug. It bases the value of an item off the number of bars in it, so my adamantium breast plates are worth less than an adamantium axe (multipliers involved I'm sure) for any level of crafting. -Foarl&lt;br /&gt;
&lt;br /&gt;
==Trading and Depot==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;s&amp;gt;Traders stay a long time. So long that an elven caravan didn't move and another human caravan already came before they had a chance to do anything like LEAVE (stupid hippies with their vast number of useless items on warthogs, seems to slow them down a lot). Never saw this in the first version.&amp;lt;/s&amp;gt; -foarl&lt;br /&gt;
: Turns out the elves are just bugged. The human caravan came and went but the elves are still just sitting there a full season later. I'm contemplating killing them with my military to see how the adamantium platemail holds up with the new combat system.&lt;br /&gt;
: (Probably reproducible, but I have not done thorough testing) If a depot is assigned for dismantling while caravan arrives, a diplomat leaves unhappy. While this might be pretty normal, the diplomat will continue leaving unhappy every year regardless of the depot.&lt;br /&gt;
:: This behavior is believed to be caused by a bug in the wealth calculation. In some cases it will &amp;quot;find&amp;quot; a large amount of stuff down in the underground areas adding a very large number to your wealth which results in traders coming with truly absurd amounts of trade goods. [[User:Doctorzuber|Doctorzuber]] 18:32, 11 April 2010 (UTC)&lt;br /&gt;
:Forbid your depot ({{k|t}} - {{k|f}}) and they'll begone! -Manslay&lt;br /&gt;
:: Personally, I think this may not be a bug, but rather an odd way the pack-up-time is calculated.  If you trade an enormous number of individual objects, they seem to stick around longer.  This is common with the elves because people tend to use wooden bins.[[User:Theothersteve7|Theothersteve7]] 17:49, 13 April 2010 (UTC)&lt;br /&gt;
:::I've seen this happen quite a bit as well. However, I don't think that is the case. I always trade individual items (why get rid of perfectly good bins?) and the human/dwarven caravans don't linger as long as the elves do.--[[User:Kuroneko|Kuroneko]] 18:14, 14 April 2010 (UTC)&lt;br /&gt;
::::This is because creatures that the elves come with do not have pack animal values set on them, yet elves are able to use any creature as a pack animal. For example, check what is carrying their goods when they arrive: often it'll be warthogs or something similar, which do not have trade capacity values and thus the game probably sets them to max. Which makes them carry enormous, ridiculous loads and take forever to load/unpack. [[User:Teldin|Teldin]] 18:54, 14 April 2010 (UTC)&lt;br /&gt;
:::::That seems more likely than my theory. [[User:Theothersteve7|Theothersteve7]] 17:49, 15 April 2010 (UTC)&lt;/div&gt;</summary>
		<author><name>Confused</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Kennel&amp;diff=93348</id>
		<title>v0.31:Kennel</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Kennel&amp;diff=93348"/>
		<updated>2010-04-15T20:22:53Z</updated>

		<summary type="html">&lt;p&gt;Confused: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}&lt;br /&gt;
{{elven}}&lt;br /&gt;
&lt;br /&gt;
{{Building|name=Kennel|key=k&lt;br /&gt;
|job= &lt;br /&gt;
1 of&lt;br /&gt;
* {{L|Animal training}}&lt;br /&gt;
* {{L|Trapping}}&lt;br /&gt;
|construction=&lt;br /&gt;
1 of&lt;br /&gt;
* {{L|Block}}&lt;br /&gt;
* {{L|Stone}}&lt;br /&gt;
* {{L|Wood}}&lt;br /&gt;
|construction_job=&lt;br /&gt;
1 of&lt;br /&gt;
* {{L|Animal training}}&lt;br /&gt;
* {{L|Small animal dissection}}&lt;br /&gt;
* {{L|Trapping}}&lt;br /&gt;
|purpose=&lt;br /&gt;
* Train {{L|Hunting dog}}s&lt;br /&gt;
* Train {{L|War dog}}s&lt;br /&gt;
* Capture {{L|Vermin}}&lt;br /&gt;
* {{L|Tame}} {{L|Vermin}}&lt;br /&gt;
* {{L|Tame}} {{L|cage}}d wild {{L|creature}}s &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
A '''Kennel''' is a large 5x5 {{L|workshop}} for an {{L|animal trainer}}. To build a kennel you need one building material ({{L|wood}}, {{L|stone}}, {{L|metal}} {{L|bar}}) and a dwarf who has the {{L|animal training}}, {{L|Animal dissector|small animal dissection}} and/or {{L|trapping}} {{L|skills}} enabled. &lt;br /&gt;
&lt;br /&gt;
''(Note that the '''{{L|labor}}''' associated with the {{L|skill}} &amp;quot;{{L|small animal dissection}}&amp;quot; (namely &amp;quot;Extract from a dead animal&amp;quot;) is used solely at a {{L|butcher's shop}}.  But that '''skill''' is one of the three that can build a kennel, and is listed as such.  Just accept it.)''&lt;br /&gt;
&lt;br /&gt;
Training dogs and taming vermin will automatically select an appropriate creature, while taming a caged wild animal will allow you to choose exactly which animal you wish to tame.&lt;br /&gt;
&lt;br /&gt;
While the kennel's menu only offers the option 'train a war dog', in fact a wide range of animals can be trained. Also note that the queued task indeed is named 'train war animal'. The same goes for 'train a hunting dog'.&lt;br /&gt;
&lt;br /&gt;
==Kennel Tasks==&lt;br /&gt;
===Train a Hunting Dog===&lt;br /&gt;
Requires: {{L|Cage|Uncaged}} animal with [TRAINABLE] or [TRAINABLE_HUNTING] and an {{L|Animal trainer}}.&lt;br /&gt;
&lt;br /&gt;
Hunting animals can be assigned ({{K|v}}-select dwarf-{{K|p}}-{{K|e}}) to follow a hunter and assist in the hunting process. They are faster and more agile than a regular tamed animal, but not as strong as a war animal and cannot be unassigned.&lt;br /&gt;
&lt;br /&gt;
===Train a War Dog===&lt;br /&gt;
Requires: {{L|Cage|Uncaged}} animal with [TRAINABLE] or [TRAINABLE_WAR](there are none) and an {{L|Animal trainer}}.&lt;br /&gt;
&lt;br /&gt;
A war animal is stronger than its untrained counterpart. {{L|War dog}}s make excellent companions when starting a fortress, when you can't spare many dwarves for fighting.&lt;br /&gt;
&lt;br /&gt;
===Capture a Live Land Animal===&lt;br /&gt;
Requires: {{L|Animal Trap}} and a {{L|Trapper}}.&lt;br /&gt;
&lt;br /&gt;
Direct animal trappers to attempt to capture vermin in an animal trap. The trapper will carry an animal trap around the fortress and look for vermin to pounce on; then the trap will be hauled to an animal {{L|stockpile}}. Vermin caught through this job can be eaten or transferred to cages; they can be tamed now.&lt;br /&gt;
&lt;br /&gt;
===Tame a Small Animal===&lt;br /&gt;
Requires: An {{L|Animal trainer}} and trapped vermin.&lt;br /&gt;
&lt;br /&gt;
This is used to tame vermin for adoption as pets or eaten if left alone.&lt;br /&gt;
&lt;br /&gt;
===Tame a Large Animal===&lt;br /&gt;
Requires: {{L|Traps#Cage_Trap|Caged wild animal}} and an {{L|Animal trainer}}.&lt;br /&gt;
&lt;br /&gt;
The animal trainer uses it to tame wild {{L|creatures|animals}} not already domesticated, such as those caught in cage traps.&lt;br /&gt;
&lt;br /&gt;
==Trainable Animals==&lt;br /&gt;
The following creatures can be trained into war animals or hunting animals:&lt;br /&gt;
* {{L|Cheetah}}&lt;br /&gt;
* {{L|Dog}}&lt;br /&gt;
* {{L|Dragon}}&lt;br /&gt;
* {{L|Elephant}}&lt;br /&gt;
* {{L|Giant bat}} (hunting only)&lt;br /&gt;
* {{L|Giant cave swallow}} (hunting only)&lt;br /&gt;
* {{L|Giant cheetah}}&lt;br /&gt;
* {{L|Giant eagle}}&lt;br /&gt;
* {{L|Giant jaguar}}&lt;br /&gt;
* {{L|Giant leopard}}&lt;br /&gt;
* {{L|Giant tiger}}&lt;br /&gt;
* {{L|Gorilla}}&lt;br /&gt;
* {{L|Grizzly bear}}&lt;br /&gt;
* {{L|Jaguar}}&lt;br /&gt;
* {{L|Leopard}}&lt;br /&gt;
* {{L|Lion}}&lt;br /&gt;
* {{L|Mandrill}}&lt;br /&gt;
* {{L|Polar bear}}&lt;br /&gt;
* {{L|Tiger}}&lt;br /&gt;
&lt;br /&gt;
{{buildings}}&lt;/div&gt;</summary>
		<author><name>Confused</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Trap&amp;diff=93331</id>
		<title>v0.31:Trap</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Trap&amp;diff=93331"/>
		<updated>2010-04-15T19:48:31Z</updated>

		<summary type="html">&lt;p&gt;Confused: /* Weapon Trap */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}&lt;br /&gt;
{{elven}}&lt;br /&gt;
&lt;br /&gt;
'''Traps''' are a comparatively quick and easy method for defending a fortress. Unlike {{L|soldier}}s, they're always on duty, and, once set up, need less management. On the other hand, they are immobile and can only lie in wait for foes to walk over them. To build a trap, go to the {{k|b}}uild-&amp;gt;{{k|T}}raps/Levers menu. You'll generally need one {{L|mechanism}}, a dwarf with the {{L|mechanic}} labor designated (ranks in this {{L|skill}} reduce the time to place a trap), and at least one other component depending on the type of trap - a stone, a cage, or one or more weapons. They can be built indoors or outdoors, and require a level ground square with no other constructions in them.&lt;br /&gt;
&lt;br /&gt;
Stone-fall, weapon and cage traps will be triggered by most hostile entities entering their tile, with the possible exception of {{L|thief|thieves}}, flying creatures and other occasional nasty surprises.   &lt;br /&gt;
&lt;br /&gt;
Note that, in combat situations, {{L|Mechanic}}s have a nasty habit of wanting to reload (or clean) traps when they are triggered, regardless of who or what might be out there as well. {{L|Forbid}}ding traps after they are built will keep [[Urist|Urist McSuicide]] from deciding to reload a stone trap in the middle of a {{L|siege}}. Just remember to unforbid them when things calm down, so the traps are all ready for next time. Alternatively, simply order your dwarves to stay within a safe {{L|burrow}} until any threats have been dealt with.&lt;br /&gt;
&lt;br /&gt;
==Stone-fall Trap==&lt;br /&gt;
The simplest trap to construct, a stone-fall trap is essentially a {{L|stone}} suspended up in the air which is dropped on intruders when the trap is triggered. These are a popular defensive measure early on, as the components needed are readily available as soon as you start mining. A single stone trap will usually '''not''' severely wound or kill most animals and enemies, to the extent that this may be a bug. After being used they need to be reloaded with another stone by any {{L|dwarf}} with {{L|mechanic}} {{L|skill}} enabled, a task which your dwarves will see to automatically. The dwarf will generally not use the stone that just dropped, but a new one (would you want to put your hands on that gory mess?). Being that stonefall traps do &amp;lt;em&amp;gt;not&amp;lt;/em&amp;gt; alert you of ambushes when triggered by hidden invaders{{verify}}, this can frequently lead your mechanics into peril. &lt;br /&gt;
&lt;br /&gt;
:Components used: {{L|mechanism}} and an ordinary {{L|stone}}&lt;br /&gt;
&lt;br /&gt;
==Weapon Trap==&lt;br /&gt;
Weapon traps are similar in nature to stone-fall traps, and are triggered when any hostile creature stands on the trap. They tend to be a much more reliable trap for outright killing or critically injuring invading creatures. Before you write off stone-fall traps as worse versions of weapon traps, it's important to note that weapon traps require you to have previously made {{L|Weapon}}s to put inside the trap, making them more of an option somewhat later in the game. Any weapon can be used, including human ones, bows, traded weapons and presents from goblins, as well as specialist &amp;quot;trap only&amp;quot; weapons. (Think of it as fair retribution when goblins are sliced in pieces by their own axes!)&lt;br /&gt;
&lt;br /&gt;
The specialist weapons can be built in 2 workshops:&lt;br /&gt;
&lt;br /&gt;
{{L|Metalsmith's forge}} (menacing &amp;lt;metal&amp;gt; spike / large, serrated &amp;lt;metal&amp;gt; disc / spiked &amp;lt;metal&amp;gt; ball / enormous &amp;lt;metal&amp;gt; corkscrew / giant &amp;lt;metal&amp;gt; axe blade)&lt;br /&gt;
 &lt;br /&gt;
or &lt;br /&gt;
&lt;br /&gt;
{{L|Carpenter's workshop}} (menacing wooden spike / spiked wooden ball / enormous wooden corkscrew)&lt;br /&gt;
&lt;br /&gt;
These weapons have all the material property advantages and disadvantages that normal weapons have. It should be noted that the trap weapons are larger than normal dwarf weapons meaning they should be more effective in the new combat system than normal weapons made of equivalent materials (this is all subject to change in future revisions of the combat system). When triggered, this trap will &amp;quot;attack&amp;quot; the creature with all the weapons available to it, normally doing massive damage.&lt;br /&gt;
&lt;br /&gt;
Weapon traps do not cause slightly suicidal mechanics to reset them after each triggering but instead reset automatically in a period of time (unknown). However it is possible for the traps to jam when the unfortunate victim gets stuck in the mechanism (use &amp;quot;t&amp;quot; to check the trap) but the body can be removed by a dwarf. When the trap jams, the mechanic will automatically attempt to clean it, so forbidding the body may be necessary to save him from the victim's friends.&lt;br /&gt;
&lt;br /&gt;
When placing the trap you will be asked for a type of mechanism as normal, then asked to select weapons to use. At this point you will get a list of all stockpiled weapons in your fortress. +- will select different weapons and pressing &amp;quot;Enter/Return&amp;quot; adds 1 of the selected weapon to the trap. Up to 10 weapons can be put in each trap and all weapons in the trap will attack at once when it is triggered(10 large serrated disks normally results in the unfortunate triggering creature leaving with less limbs than it came in with). When happy with your weapon selection press &amp;quot;d&amp;quot; to set the trap.&lt;br /&gt;
&lt;br /&gt;
:Components used: {{L|mechanism}} and between 1 and 10 weapons.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{buildings}}&lt;/div&gt;</summary>
		<author><name>Confused</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Barrel&amp;diff=93314</id>
		<title>v0.31:Barrel</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Barrel&amp;diff=93314"/>
		<updated>2010-04-15T19:27:44Z</updated>

		<summary type="html">&lt;p&gt;Confused: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}&lt;br /&gt;
{{elven}}&lt;br /&gt;
&lt;br /&gt;
{{furniture|name=Barrel&lt;br /&gt;
|tile=÷|bak=6|col=0&lt;br /&gt;
|wood=y&lt;br /&gt;
|metal=y&lt;br /&gt;
|glass=N&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''Barrels''' are storage units that, like {{L|bin}}s and {{L|bag}}s, conserve stockpile space by containing several items of the same type. They can be made out of {{L|wood}} at a a {{L|carpenter's workshop}} (requires one {{L|log}} for each barrel) or forged from {{L|metal}} at a {{L|forge}} (requires 1 {{L|metal}} {{L|bar}}s). Non-magma {{L|forge}}s also require one {{L|bar}} of {{L|fuel}}.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Bugs ==&lt;br /&gt;
Due to the [[DF2010:Known bugs and issues#forging Breastplate &amp;amp; Chainmail|forge reactions bug]], all metal items require only one metal bar to be constructed.{{version|0.31.03}} Once this is fixed each barrel will most likely require 3 bars of metal.&lt;br /&gt;
&lt;br /&gt;
{{buildings}}&lt;/div&gt;</summary>
		<author><name>Confused</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Barrel&amp;diff=93312</id>
		<title>v0.31:Barrel</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Barrel&amp;diff=93312"/>
		<updated>2010-04-15T19:21:49Z</updated>

		<summary type="html">&lt;p&gt;Confused: And how do you know the WS message is not a leftover bug? - after all WS menus are bugged too. Toady has not commented yet. Still a fact that currently it needs 1 bar. Dont confuse the newbies&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}&lt;br /&gt;
{{elven}}&lt;br /&gt;
&lt;br /&gt;
{{furniture|name=Barrel&lt;br /&gt;
|tile=÷|bak=6|col=0&lt;br /&gt;
|wood=y&lt;br /&gt;
|metal=y&lt;br /&gt;
|glass=N&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''Barrels''' are storage units that, like {{L|bin}}s and {{L|bag}}s, conserve stockpile space by containing several items of the same type. They can be made out of {{L|wood}} at a a {{L|carpenter's workshop}} (requires one {{L|log}} for each barrel) or forged from {{L|metal}} at a {{L|forge}} (requires 1 {{L|metal}} {{L|bar}}s). Non-magma {{L|forge}}s also require one {{L|bar}} of {{L|fuel}}.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Bugs ==&lt;br /&gt;
Due to the [[DF2010:Known bugs and issues#forging Breastplate &amp;amp; Chainmail|forge reactions bug]], all metal items require only one metal bar to be constructed.{{version|0.31.03}}&lt;br /&gt;
&lt;br /&gt;
{{buildings}}&lt;/div&gt;</summary>
		<author><name>Confused</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Arsenal_dwarf&amp;diff=93182</id>
		<title>v0.31:Arsenal dwarf</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Arsenal_dwarf&amp;diff=93182"/>
		<updated>2010-04-15T15:32:32Z</updated>

		<summary type="html">&lt;p&gt;Confused: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}&lt;br /&gt;
{{Noble&lt;br /&gt;
|noble=Arsenal Dwarf&lt;br /&gt;
|office=Meager Office&lt;br /&gt;
|arrival=&lt;br /&gt;
* 20 Population&lt;br /&gt;
|function=&lt;br /&gt;
* License equipment to the military&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
The '''Arsenal Dwarf''' is an administrative {{L|noble}} that manages {{l|equipment}} changes of your {{L|squads|squads}}. The position becomes available only after your population hits 20+ dwarves, until then your dwarves will simply equip whatever you tell them to right away. Once the slot on the {{L|nobles screen}} opens, the {{l|military}} will not carry out equipment changing orders without her processing them at her {{L|office}}.&lt;br /&gt;
&lt;br /&gt;
She makes no {{L|demand}}s and  {{L|Requirement|requires}} only a meager {{L|office}} to work in.   &lt;br /&gt;
&lt;br /&gt;
When selecting a dwarf for the position from the noble screen, both the {{L|record keeper}} and {{L|organizer}} {{L|skills}} are highlighted as relevant.&lt;br /&gt;
&lt;br /&gt;
Note that if you don't have the option for and Arsenal Dwarf yet, just keep an eye on the nobles screen every time you get {{L|migrants}}, and assign an Arsenal Dwarf once the position opens.&lt;br /&gt;
&lt;br /&gt;
* There have been reports of the Arsenal Dwarf not appearing despite the population criteria being fulfilled; this is a bug. Don't worry, the position will randomly appear later.{{version|0.31.02}}&lt;br /&gt;
* If your Expedition Leader/Mayor is killed it can cause all unassigned nobles to vanish from the nobles screen. This could cause your arsenal dwarf position (among others) to be unavailable. This is a bug.{{version|0.31.01}}&lt;br /&gt;
* It may seem like a good idea to have your arsenal dwarf in the military, but he won't be able to hand out equipment while on duty or training, which will fundamentally break your military.&lt;br /&gt;
* Assigning equipment uses the Organizer skill and can take a very long time at low levels of the skill, resulting in dwarves wandering around with the wrong equipment for extended periods. One way to speed this up is to assign the arsenal dwarf and manager duties to the same dwarf, so he gains organizer skill relatively quickly through assigning jobs in the manager interface.&lt;br /&gt;
&lt;br /&gt;
{{gamedata|[POSITION:ARSENAL_DWARF]&lt;br /&gt;
	[NAME:arsenal dwarf:arsenal dwarves]&lt;br /&gt;
	[SITE]&lt;br /&gt;
	[NUMBER:1]&lt;br /&gt;
	[RESPONSIBILITY:UPGRADE_SQUAD_EQUIPMENT]&lt;br /&gt;
	[RESPONSIBILITY:EQUIPMENT_MANIFESTS]&lt;br /&gt;
	[RESPONSIBILITY:SORT_AMMUNITION]&lt;br /&gt;
	[APPOINTED_BY:EXPEDITION_LEADER]&lt;br /&gt;
	[APPOINTED_BY:MAYOR]&lt;br /&gt;
	[REQUIRES_POPULATION:20]&lt;br /&gt;
	[PRECEDENCE:179]&lt;br /&gt;
	[DO_NOT_CULL]&lt;br /&gt;
	[COLOR:5:0:0]&lt;br /&gt;
	[DUTY_BOUND]&lt;br /&gt;
	[REQUIRED_OFFICE:1]}}&lt;/div&gt;</summary>
		<author><name>Confused</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Nobles_screen&amp;diff=93180</id>
		<title>v0.31:Nobles screen</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Nobles_screen&amp;diff=93180"/>
		<updated>2010-04-15T15:30:25Z</updated>

		<summary type="html">&lt;p&gt;Confused: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}&lt;br /&gt;
{{elven}}&lt;br /&gt;
The '''nobles screen''' is where you can appoint administrative {{L|noble}}s, change the settings for your {{L|bookkeeper}}, and check for {{L|requirement}}s, {{L|demand}}s and {{L|mandate}}s of nobles. It is accessed by pressing {{k|n}} from the main screen.&lt;/div&gt;</summary>
		<author><name>Confused</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Nobles_screen&amp;diff=93177</id>
		<title>v0.31:Nobles screen</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Nobles_screen&amp;diff=93177"/>
		<updated>2010-04-15T15:26:52Z</updated>

		<summary type="html">&lt;p&gt;Confused: a start&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}&lt;br /&gt;
{{elven}}&lt;br /&gt;
The '''nobles screen''' is where you can appoint {{L|administrative noble}}s, change the settings for your {{L|bookkeeper}} and check for {{L|requirement}}s, {{L|demand}}s and {{L|mandate}}s of nobles. It is accessed by pressing {{k|n}} from the main screen.&lt;/div&gt;</summary>
		<author><name>Confused</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Arsenal_dwarf&amp;diff=93174</id>
		<title>v0.31:Arsenal dwarf</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Arsenal_dwarf&amp;diff=93174"/>
		<updated>2010-04-15T15:21:33Z</updated>

		<summary type="html">&lt;p&gt;Confused: some wikify, skill reqs added&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}&lt;br /&gt;
{{Noble&lt;br /&gt;
|noble=Arsenal Dwarf&lt;br /&gt;
|office=Meager Office&lt;br /&gt;
|arrival=&lt;br /&gt;
* 20 Population&lt;br /&gt;
|function=&lt;br /&gt;
* Distribute equipment to the military&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
The '''Arsenal Dwarf''' is an administrative {{L|noble}} that manages {{l|equipment}} changes of your {{L|squads|squads}}. The position becomes available only after your population hits 20+ dwarves, until then your dwarves will simply equip whatever you tell them to right away. Once the slot on the {{L|nobles screen}} opens, the {{l|military}} will not carry out equipment changing orders without her processing them at her {{L|office}}.&lt;br /&gt;
&lt;br /&gt;
She makes no {{L|demand}}s and  {{L|Requirement|requires}} only a meager {{L|office}} to work in.   &lt;br /&gt;
&lt;br /&gt;
When selecting a dwarf for the position from the noble screen, both the {{L|record keeper}} and {{L|organizer}} {{L|skills}} are highlighted as relevant.&lt;br /&gt;
&lt;br /&gt;
Note that if you don't have the option for and Arsenal Dwarf yet, just keep an eye on the nobles screen every time you get {{L|migrants}}, and assign an Arsenal Dwarf once the position opens.&lt;br /&gt;
&lt;br /&gt;
* There have been reports of the Arsenal Dwarf not appearing despite the population criteria being fulfilled; this is a bug. Don't worry, the position will randomly appear later.{{version|0.31.02}}&lt;br /&gt;
* If your Expedition Leader/Mayor is killed it can cause all unassigned nobles to vanish from the nobles screen. This could cause your arsenal dwarf position (among others) to be unavailable. This is a bug.{{version|0.31.01}}&lt;br /&gt;
* It may seem like a good idea to have your arsenal dwarf in the military, but he won't be able to hand out equipment while on duty or training, which will fundamentally break your military.&lt;br /&gt;
* Assigning equipment uses the Organizer skill and can take a very long time at low levels of the skill, resulting in dwarves wandering around with the wrong equipment for extended periods. One way to speed this up is to assign the arsenal dwarf and manager duties to the same dwarf, so he gains organizer skill relatively quickly through assigning jobs in the manager interface.&lt;br /&gt;
&lt;br /&gt;
{{gamedata|[POSITION:ARSENAL_DWARF]&lt;br /&gt;
	[NAME:arsenal dwarf:arsenal dwarves]&lt;br /&gt;
	[SITE]&lt;br /&gt;
	[NUMBER:1]&lt;br /&gt;
	[RESPONSIBILITY:UPGRADE_SQUAD_EQUIPMENT]&lt;br /&gt;
	[RESPONSIBILITY:EQUIPMENT_MANIFESTS]&lt;br /&gt;
	[RESPONSIBILITY:SORT_AMMUNITION]&lt;br /&gt;
	[APPOINTED_BY:EXPEDITION_LEADER]&lt;br /&gt;
	[APPOINTED_BY:MAYOR]&lt;br /&gt;
	[REQUIRES_POPULATION:20]&lt;br /&gt;
	[PRECEDENCE:179]&lt;br /&gt;
	[DO_NOT_CULL]&lt;br /&gt;
	[COLOR:5:0:0]&lt;br /&gt;
	[DUTY_BOUND]&lt;br /&gt;
	[REQUIRED_OFFICE:1]}}&lt;/div&gt;</summary>
		<author><name>Confused</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Barrel&amp;diff=93170</id>
		<title>v0.31:Barrel</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Barrel&amp;diff=93170"/>
		<updated>2010-04-15T15:15:38Z</updated>

		<summary type="html">&lt;p&gt;Confused: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}&lt;br /&gt;
{{elven}}&lt;br /&gt;
&lt;br /&gt;
{{furniture|name=Barrel&lt;br /&gt;
|tile=%|bak=6|col=0&lt;br /&gt;
|wood=y&lt;br /&gt;
|metal=y&lt;br /&gt;
|glass=N&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''Barrels''' are storage units that, like {{L|bin}}s and {{L|bag}}s, conserve stockpile space by containing several items of the same type. They can be made out of {{L|wood}} at a a {{L|carpenter's workshop}} (requires one {{L|log}} for each barrel) or forged from {{L|metal}} at a {{L|forge}} (requires one {{L|metal}} {{L|bar}}). This most likely is a bug.{{verify}}. Non-magma {{L|forge}}s also requires one {{L|bar}} of {{L|fuel}}.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Bugs ==&lt;br /&gt;
Due to the [[DF2010:Known bugs and issues#forging Breastplate &amp;amp; Chainmail|forge reactions bug]], all metal items require only one metal bar to be constructed.{{version|0.31.03}} In 40d  metal barrels used to need 3 bars.&lt;br /&gt;
&lt;br /&gt;
{{buildings}}&lt;/div&gt;</summary>
		<author><name>Confused</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Barrel&amp;diff=93169</id>
		<title>v0.31:Barrel</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Barrel&amp;diff=93169"/>
		<updated>2010-04-15T15:14:55Z</updated>

		<summary type="html">&lt;p&gt;Confused: this is not a viable way of writing it&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}&lt;br /&gt;
{{elven}}&lt;br /&gt;
&lt;br /&gt;
{{furniture|name=Barrel&lt;br /&gt;
|tile=%|bak=6|col=0&lt;br /&gt;
|wood=y&lt;br /&gt;
|metal=y&lt;br /&gt;
|glass=N&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''Barrels''' are storage units that, like {{L|bin}}s and {{L|bag}}s, conserve stockpile space by containing several items of the same type. They can be made out of {{L|wood}} at a a {{L|carpenter's workshop}} (requires one {{L|log}} for each barrel) or forged from {{L|metal}} at a {{L|forge}} (requires one {{L|metal}} {{L|bars}} This most likely is a bug.{{verify}}. Non-magma {{L|forge}}s also requires one {{L|bar}} of {{L|fuel}}).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Bugs ==&lt;br /&gt;
Due to the [[DF2010:Known bugs and issues#forging Breastplate &amp;amp; Chainmail|forge reactions bug]], all metal items require only one metal bar to be constructed.{{version|0.31.03}} In 40d  metal barrels used to need 3 bars.&lt;br /&gt;
&lt;br /&gt;
{{buildings}}&lt;/div&gt;</summary>
		<author><name>Confused</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Arsenal_dwarf&amp;diff=93165</id>
		<title>v0.31:Arsenal dwarf</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Arsenal_dwarf&amp;diff=93165"/>
		<updated>2010-04-15T15:08:14Z</updated>

		<summary type="html">&lt;p&gt;Confused: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}&lt;br /&gt;
{{Noble&lt;br /&gt;
|noble=Arsenal Dwarf&lt;br /&gt;
|office=Meager Office&lt;br /&gt;
|arrival=&lt;br /&gt;
* 20 Population&lt;br /&gt;
|function=&lt;br /&gt;
* Distribute equipment to the military&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
The '''Arsenal Dwarf''' is an administrative {{L|noble}} that manages {{l|equipment}} changes of your {{L|squads|squads}}. The position becomes available only after your population hits 20+ dwarves, until then your dwarves will simply equip whatever you tell them to right away. Once the slot on the nobles screen opens, the {{l|military}} will not carry out equipment changing orders without her processing them at her office.&lt;br /&gt;
&lt;br /&gt;
She makes no {{L|demand}}s and  {{L|Requirement|requires}} only a meager {{L|office}} to work in.   &lt;br /&gt;
&lt;br /&gt;
Note that if you don't have the option for and Arsenal Dwarf yet, just keep an eye on the nobles screen every time you get migrants, and assign an Arsenal Dwarf once the position opens.&lt;br /&gt;
&lt;br /&gt;
* There have been reports of the Arsenal Dwarf not appearing despite the population criteria being fulfilled; this is a bug. Don't worry, the position will randomly appear later.{{version|0.31.02}}&lt;br /&gt;
* If your Expedition Leader/Mayor is killed it can cause all unassigned nobles to vanish from the nobles screen. This could cause your arsenal dwarf position (among others) to be unavailable. This is a bug.{{version|0.31.01}}&lt;br /&gt;
* It may seem like a good idea to have your arsenal dwarf in the military, but he won't be able to hand out equipment while on duty or training, which will fundamentally break your military.&lt;br /&gt;
* Assigning equipment uses the Organizer skill and can take a very long time at low levels of the skill, resulting in dwarves wandering around with the wrong equipment for extended periods. One way to speed this up is to assign the Arsenal Dwarf duties to the manager, who gains Organizer skill relatively quickly through assigning jobs in the manager interface.&lt;br /&gt;
&lt;br /&gt;
{{gamedata|[POSITION:ARSENAL_DWARF]&lt;br /&gt;
	[NAME:arsenal dwarf:arsenal dwarves]&lt;br /&gt;
	[SITE]&lt;br /&gt;
	[NUMBER:1]&lt;br /&gt;
	[RESPONSIBILITY:UPGRADE_SQUAD_EQUIPMENT]&lt;br /&gt;
	[RESPONSIBILITY:EQUIPMENT_MANIFESTS]&lt;br /&gt;
	[RESPONSIBILITY:SORT_AMMUNITION]&lt;br /&gt;
	[APPOINTED_BY:EXPEDITION_LEADER]&lt;br /&gt;
	[APPOINTED_BY:MAYOR]&lt;br /&gt;
	[REQUIRES_POPULATION:20]&lt;br /&gt;
	[PRECEDENCE:179]&lt;br /&gt;
	[DO_NOT_CULL]&lt;br /&gt;
	[COLOR:5:0:0]&lt;br /&gt;
	[DUTY_BOUND]&lt;br /&gt;
	[REQUIRED_OFFICE:1]}}&lt;/div&gt;</summary>
		<author><name>Confused</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Arsenal_dwarf&amp;diff=93164</id>
		<title>v0.31:Arsenal dwarf</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Arsenal_dwarf&amp;diff=93164"/>
		<updated>2010-04-15T15:07:17Z</updated>

		<summary type="html">&lt;p&gt;Confused: more redund&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}&lt;br /&gt;
{{Noble&lt;br /&gt;
|noble=Arsenal Dwarf&lt;br /&gt;
|office=Meager Office&lt;br /&gt;
|arrival=&lt;br /&gt;
* 20 Population&lt;br /&gt;
|function=&lt;br /&gt;
* Distribute equipment to the military&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
The '''Arsenal Dwarf''' is an administrative {{L|noble}} that manages {{l|equipment}} changes of your {{L|squads|squads}}. The position becomes available only after your population hits 20+ dwarves, until then your dwarves will simply equip whatever you tell them to right away. Once the slot on the nobles screen opens, the {{l|military}} will not carry out equipment changing orders without her processing them at her office.&lt;br /&gt;
&lt;br /&gt;
He makes no {{L|demand}}s and  {{L|Requirement|requires}} only a meager {{L|office}} to work in.   &lt;br /&gt;
&lt;br /&gt;
Note that if you don't have the option for and Arsenal Dwarf yet, just keep an eye on the nobles screen every time you get migrants, and assign an Arsenal Dwarf once the position opens.&lt;br /&gt;
&lt;br /&gt;
* There have been reports of the Arsenal Dwarf not appearing despite the population criteria being fulfilled; this is a bug. Don't worry, the position will randomly appear later.{{version|0.31.02}}&lt;br /&gt;
* If your Expedition Leader/Mayor is killed it can cause all unassigned nobles to vanish from the nobles screen. This could cause your arsenal dwarf position (among others) to be unavailable. This is a bug.{{version|0.31.01}}&lt;br /&gt;
* It may seem like a good idea to have your arsenal dwarf in the military, but he won't be able to hand out equipment while on duty or training, which will fundamentally break your military.&lt;br /&gt;
* Assigning equipment uses the Organizer skill and can take a very long time at low levels of the skill, resulting in dwarves wandering around with the wrong equipment for extended periods. One way to speed this up is to assign the Arsenal Dwarf duties to the manager, who gains Organizer skill relatively quickly through assigning jobs in the manager interface.&lt;br /&gt;
&lt;br /&gt;
{{gamedata|[POSITION:ARSENAL_DWARF]&lt;br /&gt;
	[NAME:arsenal dwarf:arsenal dwarves]&lt;br /&gt;
	[SITE]&lt;br /&gt;
	[NUMBER:1]&lt;br /&gt;
	[RESPONSIBILITY:UPGRADE_SQUAD_EQUIPMENT]&lt;br /&gt;
	[RESPONSIBILITY:EQUIPMENT_MANIFESTS]&lt;br /&gt;
	[RESPONSIBILITY:SORT_AMMUNITION]&lt;br /&gt;
	[APPOINTED_BY:EXPEDITION_LEADER]&lt;br /&gt;
	[APPOINTED_BY:MAYOR]&lt;br /&gt;
	[REQUIRES_POPULATION:20]&lt;br /&gt;
	[PRECEDENCE:179]&lt;br /&gt;
	[DO_NOT_CULL]&lt;br /&gt;
	[COLOR:5:0:0]&lt;br /&gt;
	[DUTY_BOUND]&lt;br /&gt;
	[REQUIRED_OFFICE:1]}}&lt;/div&gt;</summary>
		<author><name>Confused</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Arsenal_dwarf&amp;diff=93157</id>
		<title>v0.31:Arsenal dwarf</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Arsenal_dwarf&amp;diff=93157"/>
		<updated>2010-04-15T14:54:55Z</updated>

		<summary type="html">&lt;p&gt;Confused: removed redundant, minor reword&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}&lt;br /&gt;
{{Noble&lt;br /&gt;
|noble=Arsenal Dwarf&lt;br /&gt;
|office=Meager Office&lt;br /&gt;
|arrival=&lt;br /&gt;
* 20 Population&lt;br /&gt;
|function=&lt;br /&gt;
* Distribute equipment to the military&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
The '''Arsenal Dwarf''' is an administrative {{L|noble}} that becomes required to manage your armory after your population hits 20+ dwarves. He sorts and assigns {{L|squads|squad}} {{l|equipment}}, so once the slot on the nobles screen opens, the {{l|military}} will not function properly without him. Until this position becomes required, your dwarves will simply equip whatever you tell them to right away. He makes no {{L|demand}}s and  {{L|Requirement|requires}} only a meager {{L|office}} to work in. Like a {{l|manager}}, all equipment changes must be processed through him at his office before they are approved.&lt;br /&gt;
&lt;br /&gt;
Note that if you don't have the option for and Arsenal Dwarf yet, just keep an eye on the nobles screen every time you get migrants, and assign an Arsenal Dwarf once the position opens.&lt;br /&gt;
&lt;br /&gt;
* There have been reports of the Arsenal Dwarf not appearing despite the population criteria being fulfilled; this is a bug. Don't worry, the position will randomly appear later.{{version|0.31.02}}&lt;br /&gt;
* If your Expedition Leader/Mayor is killed it can cause all unassigned nobles to vanish from the nobles screen. This could cause your arsenal dwarf position (among others) to be unavailable. This is a bug.{{version|0.31.01}}&lt;br /&gt;
* It may seem like a good idea to have your arsenal dwarf in the military, but he won't be able to hand out equipment while on duty or training, which will fundamentally break your military.&lt;br /&gt;
* Assigning equipment uses the Organizer skill and can take a very long time at low levels of the skill, resulting in dwarves wandering around with the wrong equipment for extended periods. One way to speed this up is to assign the Arsenal Dwarf duties to the manager, who gains Organizer skill relatively quickly through assigning jobs in the manager interface.&lt;br /&gt;
&lt;br /&gt;
{{gamedata|[POSITION:ARSENAL_DWARF]&lt;br /&gt;
	[NAME:arsenal dwarf:arsenal dwarves]&lt;br /&gt;
	[SITE]&lt;br /&gt;
	[NUMBER:1]&lt;br /&gt;
	[RESPONSIBILITY:UPGRADE_SQUAD_EQUIPMENT]&lt;br /&gt;
	[RESPONSIBILITY:EQUIPMENT_MANIFESTS]&lt;br /&gt;
	[RESPONSIBILITY:SORT_AMMUNITION]&lt;br /&gt;
	[APPOINTED_BY:EXPEDITION_LEADER]&lt;br /&gt;
	[APPOINTED_BY:MAYOR]&lt;br /&gt;
	[REQUIRES_POPULATION:20]&lt;br /&gt;
	[PRECEDENCE:179]&lt;br /&gt;
	[DO_NOT_CULL]&lt;br /&gt;
	[COLOR:5:0:0]&lt;br /&gt;
	[DUTY_BOUND]&lt;br /&gt;
	[REQUIRED_OFFICE:1]}}&lt;/div&gt;</summary>
		<author><name>Confused</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Milk&amp;diff=93149</id>
		<title>v0.31:Milk</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Milk&amp;diff=93149"/>
		<updated>2010-04-15T14:28:21Z</updated>

		<summary type="html">&lt;p&gt;Confused: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}&lt;br /&gt;
&lt;br /&gt;
{{elven}}&lt;br /&gt;
'''Milk''' is a product {{L|Extract}}ed from milkable {{L|Creatures}}. Milk can be made into {{L|Cheese}} or used in cooking prepared meals.&lt;br /&gt;
&lt;br /&gt;
Female versions of certain animals are milkable. Milking is done at a farmers workshop, {{k|m}}ilk creature, and requires an empty bucket. The bucket will then be emptied into an empty barrel or fitting milk barrel on a food stockpile. Creatures assigned to cages can be milked.&lt;br /&gt;
&lt;br /&gt;
Confirmed to be milkable:&lt;br /&gt;
&lt;br /&gt;
*Donkey&lt;br /&gt;
*Cow&lt;br /&gt;
*Horse&lt;br /&gt;
*Camel&lt;br /&gt;
*Purring Maggot&lt;br /&gt;
&lt;br /&gt;
The milker will not necessarily pick the closest animal available.&lt;br /&gt;
&lt;br /&gt;
==Known Issues==&lt;br /&gt;
After finishing a milking job, the milker may generate a cancellation message if trying to take another job immediately: Urist McMultitasking cancels job, handling dangerous animal.  They will subsequently just leave the milked animal to wander away on its own and retask anyway.&lt;/div&gt;</summary>
		<author><name>Confused</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Farm_plot&amp;diff=92320</id>
		<title>40d Talk:Farm plot</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Farm_plot&amp;diff=92320"/>
		<updated>2010-04-13T19:06:57Z</updated>

		<summary type="html">&lt;p&gt;Confused: /* Inaccurate Info */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Equipment==&lt;br /&gt;
I forgot to designate a farmer(plot) at the prepare screen. I added the task to my fisherdwarf, there is no free water on the map so he cannot fish anyway, but he refuses to farm (even though he created a plot).&lt;br /&gt;
&lt;br /&gt;
Should he need any eqiupment which I don't have due to my oversight?&lt;br /&gt;
&lt;br /&gt;
Thanks[[User:GarrieIrons|GarrieIrons]] 05:48, 8 January 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:&amp;lt;s&amp;gt;AFAIK, you need *some* skill level to build a related building. Meaning grower is one of those skills you need atleast a single skill point in to use. Best bet is to either survive on hunting and herbalism, or restart. --[[User:N9103|Edward]] 07:12, 8 January 2008 (EST)&amp;lt;/s&amp;gt;&lt;br /&gt;
&lt;br /&gt;
::The plot is ''built'' - but they refuse to plant it. Having looked at [[soil]] - is that because it is ''sandy loam''? It isn't on the list at that article. Maybe it's time I learned how to [[irrigate]]?[[User:GarrieIrons|GarrieIrons]] 07:30, 8 January 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:::If you built the plot, then it should be farmable. You have seeds and have told that plot to use those seeds, right? If so, I don't know why the fisher's not farming. Will other dwarfs farm with the labor on? --[[User:N9103|Edward]] 20:17, 8 January 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:: you do not need any level of skill to build anything edward, just need to turn on that job type. [[User:Chariot|Chariot]] 22:02, 8 January 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
==Suggested size==&lt;br /&gt;
Anyone got a better estimate than &amp;quot;25 squares will get an undefined number of dwarves through one winter&amp;quot;? On that note, do dwarves eat more during winter? --[[User:Juckto|Juckto]] 06:44, 6 May 2008 (EDT)&lt;br /&gt;
:A 25 square plot growing plump helmets can easily provide food and beer indefinitely for 40-50 dwarves with a low skill dedicated grower. A high skill dedicated grower can easily support 80-100 dwarves. Only thing to be careful of would be the grower going on break, but placing a second or third grower should enable you too support a fort without worry. All previous testing seems to indicate that dwarves do not eat more during winter.--[[User:Metalax|Metalax]] 08:35, 6 May 2008 (EDT)&lt;br /&gt;
:I use 25-square plots as well, and rotate crops to ensure variety in my food &amp;amp; drink offerings.  I use a brewer and a cook to turn [[sweet pod]] and [[quarry bush]] into high-value ingredients, and I grow (inedible) [[pig tails]] so that I'll have bags to store my [[quarry bush leaves]] and [[whip vine flour]].  Even after all of that, I find two 25-square plots quickly fill up my food supplies to overflowing.  I can also usually afford to trade away the ten most valuable stacks of food in my fortress in exchange for most of what a caravan brings me.&lt;br /&gt;
&lt;br /&gt;
I dramatically lowered the recommended size (from 10x20 to 5x5 or 5x10), as my fortresses have all had far more food than necessary at pretty small farm sizes. [[User:Vaniver|Vaniver]] 20:06, 28 March 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
==Fertilization==&lt;br /&gt;
I know that potash is used for fertilization, sometimes I have potash lying around, but I can't fertilize.  There needs to be a section to explain how fertilization works.--[[User:RustyMcloon|Rusty Mcloon]] 10:54, 31 July 2008 (EDT)&lt;br /&gt;
:Fertilization requires a muddy farm patch. --[[User:Zchris13|Zchris13]] 20:41, 28 March 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Caveat ==&lt;br /&gt;
&lt;br /&gt;
If you build a farm plot and the majority, but not all of the tiles are underground, the plot will be an underground plot, but will be completely unusable. There's no notification of any sort to tell you this and it'll just look like your farmers are lazy. --[[User:Xonara|Xonara]] 09:58, 25 October 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
==Reclaim fortress mode==&lt;br /&gt;
I recently had my fortress over-run by demons (the hard kind). After sending out three parties in succession to reclaim my fortress, I finally cleaned them all out. To my surprise I noticed that all my farm plots said &amp;quot;No seeds available&amp;quot; or something of the likes. I figured it was because the plots didn't count as my owned buildings somehow. I proceeded with two actions: I removed and reconstructed a couple of the plots, this seems to have worked; I also re-flooded the remaining plots, and this definetly worked.&lt;br /&gt;
In conclusion it is safe to assume that when a fortress is lost, any farm plots (subterranean at least) will become dried-out. And need to be re-irrigated. --[[User:Liqum|Liqum]] 08:07, 3 February 2009 (EST)&lt;br /&gt;
&lt;br /&gt;
:I also had an enounter with the problem of farm plots giving the status of &amp;quot;no seeds available&amp;quot; after I muddied a room and built a few plots. The water dried and they were all fertilized but when I went to schedule which plants to plant it gave me that message. Strange. I'll try to re-irrigate or re-build like you said and see if that works. [[User:Richards|Richards]] 21:26, 28 July 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Overuse of plots? ==&lt;br /&gt;
I tend to use several small plots rather than one large one... I like to grow a constant variety. As an example, I have ten 9x9 plots above ground to grow a variety of those sorts of crops. I had them built in the autumn and instructed dwarves to plant them in autumn/winter, which they happily did.&lt;br /&gt;
&lt;br /&gt;
However, towards the end of winter, I noticed nothing there. Looking at the plant menu, almost all crops were listed in red, as if no seeds were available. However, I received no such messages (i.e. no seeds available), and checking my stocks I have tons of seeds available.&lt;br /&gt;
&lt;br /&gt;
Is it possible to overplant/overuse a plot? I imagine, if so, that I might reach such saturation quickly with such small plots and such skilled/numerous planters. --[[User:Mattmoss|Mattmoss]] 11:50, 6 February 2009 (EST)&lt;br /&gt;
&lt;br /&gt;
:From the Farming FAQ: &amp;quot;Why are crops sometimes displayed with red writing&amp;quot; (Yeah, there's no question mark. That's not allowed.) Answer: &amp;quot;Because it is too late in the [[season]] to plant that kind of [[crop]]. Year-round crops, like plump helmets and dimple cups, cannot be planted at the end of winter.&amp;quot;--[[User:Wattj|wattj]] 14:52, 6 February 2009 (EST)&lt;br /&gt;
&lt;br /&gt;
== Boulders ==&lt;br /&gt;
I've found that if you construct a wall over a boulder, and then remove said wall, the boulder disappears.  This way you can build farm plots over boulders! Please discuss, as it might be worthwhile to add. (I'm going to double check to see if it works again)--[[User:CrazyMcfobo|CrazyMcfobo]] 16:14, 21 July 2009 (UTC)&lt;br /&gt;
:Yes it does work.  One way to remove the rocky ground after you demolish the constructed wall is to flood it.&lt;br /&gt;
--[[User:CrazyMcfobo|CrazyMcfobo]] 17:44, 21 July 2009 (UTC)&lt;br /&gt;
::Alternatively, you can just have your Engraver smooth the floor. Possibly easier than flooding the entire plot is designating the tiles 1 Z-level above the rocky ground as ponds and giving your dwarves a means of getting up there (whether by building a temporary scaffold or by removing tiles from the roof of your greenhouse) and dumping a bucket of water on the square, conveniently muddying it. --[[User:Quietust|Quietust]] 18:24, 21 July 2009 (UTC)&lt;br /&gt;
:::Ah hah, I shall attempt to do that now.--[[User:CrazyMcfobo|CrazyMcfobo]] 20:34, 21 July 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Noise ==&lt;br /&gt;
Can anyone verify if dwarfs working on a farming plot will generate noise?[[User:Kenji 03|Kenji 03]] 18:10, 8 August 2009 (UTC)&lt;br /&gt;
:I just had a dwarf sleeping maybe 4 tiles away from where my dwarves were harvesting plump helmets and that didn't wake him, but have yet to get him to sleep next to it while they're planting. When I do I'll give info on that, unless someone else finds out first. [[User:Shardok|Shardok]] 19:17, 8 August 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Aeroponics ==&lt;br /&gt;
I removed a few of the stone floor constructions under a plot in my combination farm tower/water canon/siege killamajig/water tower/noble office, expecting the plot to dissapear, but instead the farm plot tiles remained.  A dwarf even planted a sunberry on it.  I'm curious as to if the plot building would remain if I removed all the ground beneath it, but if it falls I have machinery under it that I do not wish to sacrifice.[[User:Odul|Odul]] 04:36, 18 August 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Inaccurate Info ==&lt;br /&gt;
Gladly this is a 40d article; i will not waste time repairing it. Hopefully no more wrong info will be copied from here to current articles. --[[User:Confused|Confused]] 19:06, 13 April 2010 (UTC)&lt;/div&gt;</summary>
		<author><name>Confused</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Farm_plot&amp;diff=92317</id>
		<title>40d Talk:Farm plot</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Farm_plot&amp;diff=92317"/>
		<updated>2010-04-13T19:06:22Z</updated>

		<summary type="html">&lt;p&gt;Confused: /* Aeroponics */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Equipment==&lt;br /&gt;
I forgot to designate a farmer(plot) at the prepare screen. I added the task to my fisherdwarf, there is no free water on the map so he cannot fish anyway, but he refuses to farm (even though he created a plot).&lt;br /&gt;
&lt;br /&gt;
Should he need any eqiupment which I don't have due to my oversight?&lt;br /&gt;
&lt;br /&gt;
Thanks[[User:GarrieIrons|GarrieIrons]] 05:48, 8 January 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:&amp;lt;s&amp;gt;AFAIK, you need *some* skill level to build a related building. Meaning grower is one of those skills you need atleast a single skill point in to use. Best bet is to either survive on hunting and herbalism, or restart. --[[User:N9103|Edward]] 07:12, 8 January 2008 (EST)&amp;lt;/s&amp;gt;&lt;br /&gt;
&lt;br /&gt;
::The plot is ''built'' - but they refuse to plant it. Having looked at [[soil]] - is that because it is ''sandy loam''? It isn't on the list at that article. Maybe it's time I learned how to [[irrigate]]?[[User:GarrieIrons|GarrieIrons]] 07:30, 8 January 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:::If you built the plot, then it should be farmable. You have seeds and have told that plot to use those seeds, right? If so, I don't know why the fisher's not farming. Will other dwarfs farm with the labor on? --[[User:N9103|Edward]] 20:17, 8 January 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:: you do not need any level of skill to build anything edward, just need to turn on that job type. [[User:Chariot|Chariot]] 22:02, 8 January 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
==Suggested size==&lt;br /&gt;
Anyone got a better estimate than &amp;quot;25 squares will get an undefined number of dwarves through one winter&amp;quot;? On that note, do dwarves eat more during winter? --[[User:Juckto|Juckto]] 06:44, 6 May 2008 (EDT)&lt;br /&gt;
:A 25 square plot growing plump helmets can easily provide food and beer indefinitely for 40-50 dwarves with a low skill dedicated grower. A high skill dedicated grower can easily support 80-100 dwarves. Only thing to be careful of would be the grower going on break, but placing a second or third grower should enable you too support a fort without worry. All previous testing seems to indicate that dwarves do not eat more during winter.--[[User:Metalax|Metalax]] 08:35, 6 May 2008 (EDT)&lt;br /&gt;
:I use 25-square plots as well, and rotate crops to ensure variety in my food &amp;amp; drink offerings.  I use a brewer and a cook to turn [[sweet pod]] and [[quarry bush]] into high-value ingredients, and I grow (inedible) [[pig tails]] so that I'll have bags to store my [[quarry bush leaves]] and [[whip vine flour]].  Even after all of that, I find two 25-square plots quickly fill up my food supplies to overflowing.  I can also usually afford to trade away the ten most valuable stacks of food in my fortress in exchange for most of what a caravan brings me.&lt;br /&gt;
&lt;br /&gt;
I dramatically lowered the recommended size (from 10x20 to 5x5 or 5x10), as my fortresses have all had far more food than necessary at pretty small farm sizes. [[User:Vaniver|Vaniver]] 20:06, 28 March 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
==Fertilization==&lt;br /&gt;
I know that potash is used for fertilization, sometimes I have potash lying around, but I can't fertilize.  There needs to be a section to explain how fertilization works.--[[User:RustyMcloon|Rusty Mcloon]] 10:54, 31 July 2008 (EDT)&lt;br /&gt;
:Fertilization requires a muddy farm patch. --[[User:Zchris13|Zchris13]] 20:41, 28 March 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Caveat ==&lt;br /&gt;
&lt;br /&gt;
If you build a farm plot and the majority, but not all of the tiles are underground, the plot will be an underground plot, but will be completely unusable. There's no notification of any sort to tell you this and it'll just look like your farmers are lazy. --[[User:Xonara|Xonara]] 09:58, 25 October 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
==Reclaim fortress mode==&lt;br /&gt;
I recently had my fortress over-run by demons (the hard kind). After sending out three parties in succession to reclaim my fortress, I finally cleaned them all out. To my surprise I noticed that all my farm plots said &amp;quot;No seeds available&amp;quot; or something of the likes. I figured it was because the plots didn't count as my owned buildings somehow. I proceeded with two actions: I removed and reconstructed a couple of the plots, this seems to have worked; I also re-flooded the remaining plots, and this definetly worked.&lt;br /&gt;
In conclusion it is safe to assume that when a fortress is lost, any farm plots (subterranean at least) will become dried-out. And need to be re-irrigated. --[[User:Liqum|Liqum]] 08:07, 3 February 2009 (EST)&lt;br /&gt;
&lt;br /&gt;
:I also had an enounter with the problem of farm plots giving the status of &amp;quot;no seeds available&amp;quot; after I muddied a room and built a few plots. The water dried and they were all fertilized but when I went to schedule which plants to plant it gave me that message. Strange. I'll try to re-irrigate or re-build like you said and see if that works. [[User:Richards|Richards]] 21:26, 28 July 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Overuse of plots? ==&lt;br /&gt;
I tend to use several small plots rather than one large one... I like to grow a constant variety. As an example, I have ten 9x9 plots above ground to grow a variety of those sorts of crops. I had them built in the autumn and instructed dwarves to plant them in autumn/winter, which they happily did.&lt;br /&gt;
&lt;br /&gt;
However, towards the end of winter, I noticed nothing there. Looking at the plant menu, almost all crops were listed in red, as if no seeds were available. However, I received no such messages (i.e. no seeds available), and checking my stocks I have tons of seeds available.&lt;br /&gt;
&lt;br /&gt;
Is it possible to overplant/overuse a plot? I imagine, if so, that I might reach such saturation quickly with such small plots and such skilled/numerous planters. --[[User:Mattmoss|Mattmoss]] 11:50, 6 February 2009 (EST)&lt;br /&gt;
&lt;br /&gt;
:From the Farming FAQ: &amp;quot;Why are crops sometimes displayed with red writing&amp;quot; (Yeah, there's no question mark. That's not allowed.) Answer: &amp;quot;Because it is too late in the [[season]] to plant that kind of [[crop]]. Year-round crops, like plump helmets and dimple cups, cannot be planted at the end of winter.&amp;quot;--[[User:Wattj|wattj]] 14:52, 6 February 2009 (EST)&lt;br /&gt;
&lt;br /&gt;
== Boulders ==&lt;br /&gt;
I've found that if you construct a wall over a boulder, and then remove said wall, the boulder disappears.  This way you can build farm plots over boulders! Please discuss, as it might be worthwhile to add. (I'm going to double check to see if it works again)--[[User:CrazyMcfobo|CrazyMcfobo]] 16:14, 21 July 2009 (UTC)&lt;br /&gt;
:Yes it does work.  One way to remove the rocky ground after you demolish the constructed wall is to flood it.&lt;br /&gt;
--[[User:CrazyMcfobo|CrazyMcfobo]] 17:44, 21 July 2009 (UTC)&lt;br /&gt;
::Alternatively, you can just have your Engraver smooth the floor. Possibly easier than flooding the entire plot is designating the tiles 1 Z-level above the rocky ground as ponds and giving your dwarves a means of getting up there (whether by building a temporary scaffold or by removing tiles from the roof of your greenhouse) and dumping a bucket of water on the square, conveniently muddying it. --[[User:Quietust|Quietust]] 18:24, 21 July 2009 (UTC)&lt;br /&gt;
:::Ah hah, I shall attempt to do that now.--[[User:CrazyMcfobo|CrazyMcfobo]] 20:34, 21 July 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Noise ==&lt;br /&gt;
Can anyone verify if dwarfs working on a farming plot will generate noise?[[User:Kenji 03|Kenji 03]] 18:10, 8 August 2009 (UTC)&lt;br /&gt;
:I just had a dwarf sleeping maybe 4 tiles away from where my dwarves were harvesting plump helmets and that didn't wake him, but have yet to get him to sleep next to it while they're planting. When I do I'll give info on that, unless someone else finds out first. [[User:Shardok|Shardok]] 19:17, 8 August 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Aeroponics ==&lt;br /&gt;
I removed a few of the stone floor constructions under a plot in my combination farm tower/water canon/siege killamajig/water tower/noble office, expecting the plot to dissapear, but instead the farm plot tiles remained.  A dwarf even planted a sunberry on it.  I'm curious as to if the plot building would remain if I removed all the ground beneath it, but if it falls I have machinery under it that I do not wish to sacrifice.[[User:Odul|Odul]] 04:36, 18 August 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Inaccurate Info ==&lt;br /&gt;
Gladly this is a 40d article; i will not waste time repairing it. Hopefully no more wrong info will be copied from here to current atricles. --[[User:Confused|Confused]] 19:06, 13 April 2010 (UTC)&lt;/div&gt;</summary>
		<author><name>Confused</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Crop&amp;diff=92310</id>
		<title>v0.31:Crop</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Crop&amp;diff=92310"/>
		<updated>2010-04-13T19:02:19Z</updated>

		<summary type="html">&lt;p&gt;Confused: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}&lt;br /&gt;
{{elven}}&lt;br /&gt;
:''(This article is about plants. If you want information about trees, see {{L|Tree}}.)''&lt;br /&gt;
&lt;br /&gt;
'''Crops''' (or more accurately '''plants''') can either be farmed, traded for, or acquired by plant gathering. Farming happens at farm plots. There are two types of crops: above ground and subterranean. The seeds of subterranean crops may be brought from the starting embark screen or, with some small luck, purchased from dwarven caravans. Above ground crops and seeds may be purchased from human or elven caravans or gathered by dwarves with the plant gathering labor enabled. Seeds may also be collected by processing the plants or eating them (but not by cooking!). &lt;br /&gt;
&lt;br /&gt;
A few of the plants listed below are not strictly crops as such as they have no seeds and can't be planted (see note &amp;quot;3&amp;quot;, below.) &lt;br /&gt;
&lt;br /&gt;
Most plants can be brewed into alcohols, each plant type producing a different variation, and dwarves do prefer some variety in their drink. Some plants may be eaten raw, others must be cooked first, others must be processed first (by milling or plant processing) before they are edible, and still others are inedible, producing only non-food products. Despite the option to do so (even enabled by default in the z-stocks-kitchen menu), drinks can not reliably be cooked into meals; the process is bugged.&lt;br /&gt;
&lt;br /&gt;
All drinks require a spare barrel for storage, and some other products also require specific containers for storage. Plants can be stored in barrels or without container, seeds are stored individually or in bags which can then be put into barrels. Note that any number of seeds fits in one barrel; it may be advisable to have a one-tile stockpile that accepts only seeds next to your farm(s).&lt;br /&gt;
 &lt;br /&gt;
&lt;br /&gt;
 Some of the values given below may be inaccurate. Please use with care and verify!&lt;br /&gt;
&lt;br /&gt;
{{plant table head}}&lt;br /&gt;
&amp;lt;!--Blank row template is: {{plant table row|name=|tile=|color=|color2=|seasons={{seasons3||||}}|biome=|align=|value=|drink=|drinkv=|eat=|cook=|prod=|prodv=}}--&amp;gt;&lt;br /&gt;
{{plant table row|name=Plump helmet|tile=♠|color=5|biome=Wet cavern|value=4|drink=Dwarven&amp;lt;br /&amp;gt; wine|drinkv=10|eat=y|cook=y}}&lt;br /&gt;
{{plant table row|name=Pig tail|tile=τ|seasons={{seasons3||1|1|}}|biome=Wet cavern|value=4|drink=Dwarven&amp;lt;br /&amp;gt; ale|drinkv=10|prod=Pig tail thread (p)|prodv=2}}&lt;br /&gt;
{{plant table row|name=Cave wheat|tile=τ|color=7/1|seasons={{seasons3||1|1|}}|biome=Wet cavern|value=4|drink=Dwarven&amp;lt;br /&amp;gt; beer|drinkv=10|cook=p|prod=Dwarven wheat flour (m)|prodv=20}}&lt;br /&gt;
{{plant table row|name=Sweet pod|tile=Φ|color=4/1|seasons={{seasons3|1|1||}}|biome=Wet cavern|value=4|drink=Dwarven&amp;lt;br /&amp;gt; rum|drinkv=10|eat=p|cook=p|prod=Dwarven sugar (m)&amp;lt;br /&amp;gt;Dwarven syrup (l)|prodv=20☼&amp;lt;br /&amp;gt;100&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;}}&lt;br /&gt;
{{plant table row|name=Quarry bush|tile=♣|seasons={{seasons3|1|1|1|}}|biome=Wet cavern|value=4|cook=p|prod=Quarry bush leaves (b)|prodv=25}}&lt;br /&gt;
{{plant table row|name=Muck root/4|tile=τ|color=0/1|biome=Wetland/Wet|value=1|drink=Swamp&amp;lt;br /&amp;gt;whiskey|drinkv=5|eat=y|cook=y}}&lt;br /&gt;
{{plant table row|name=Bloated tuber/4|tile=Φ|color=6|biome=Wetland/Dry|value=2|drink=Tuber&amp;lt;br /&amp;gt; beer|drinv=10|eat=y|cook=y}}&lt;br /&gt;
{{plant table row|name=Kobold bulb/4|tile=Φ|color=0/1|biome=Wetland/Wet|value=5|prod=Gnomeblight (e)|prodv=100}}&lt;br /&gt;
{{plant table row|name=Prickle berry|tile=:|color=2|biome=Not freezing/Dry|value=1|drink=Prickle&amp;lt;br /&amp;gt;berry wine|drinkv=5|eat=y|cook=y}}&lt;br /&gt;
{{plant table row|name=Wild strawberry|tile=:|color=4|biome=Not freezing/Dry|value=4|drink=Strawberry&amp;lt;br /&amp;gt;wine|drinkv=10|eat=y|cook=y}}&lt;br /&gt;
{{plant table row|name=Longland grass|tile=τ|color=6/1|biome=Not freezing/Dry|value=4|drink=Longland&amp;lt;br /&amp;gt;beer|drinkv=10|cook=p|prod=Longland flour (m)|prodv=20}}&lt;br /&gt;
{{plant table row|name=Valley herb/4|tile=ÿ|color=2/1|seasons={{seasons3|1|||}}|biome=Temperate grassland/Dry|value=10|cook=y|prod=Golden salve (l)|prodv=100}}&lt;br /&gt;
{{plant table row|name=Rat weed|tile=τ|color=2|biome=Not freezing/Wet|value=1|drink=Sewer&amp;lt;br /&amp;gt; brew|drinkv=5|eat=y|cook=y}}&lt;br /&gt;
{{plant table row|name=Fisher berry|tile=:|biome=Not freezing/Wet|value=4|drink=Fisher&amp;lt;br /&amp;gt;berry wine|drinkv=10|eat=y|cook=y}}&lt;br /&gt;
{{plant table row|name=Rope reed|tile=ƒ|color=2|biome=Not freezing/Wet|value=4|drink=River&amp;lt;br /&amp;gt; spirits|prod=Rope reed thread (p)|prodv=2}}&lt;br /&gt;
{{plant table row|name=Dimple cup|tile=♥|color=1/1|biome=Wet cavern|value=4|prod=Dimple dye (m)|prodv=20}}&lt;br /&gt;
{{plant table row|name=Blade weed|tile=τ|color=2|biome=Not freezing/Dry|value=4|prod=Emerald dye (m)|prodv=20}}&lt;br /&gt;
{{plant table row|name=Hide root|tile=τ|color=6|biome=Not freezing/Dry|value=1|prod=Redroot dye (m)|prodv=10}}&lt;br /&gt;
{{plant table row|name=Sliver barb|tile=τ|color=0/1|biome=Not freezing/Dry|align=Evil|value=1|drink=Gutter&amp;lt;br /&amp;gt; cruor|drinkv=5|prod=Sliver dye (m)|prodv=20}}&lt;br /&gt;
{{plant table row|name=Sun berry|tile=:|color=6/1|biome=Not freezing/Wet|align=Good|value=9|drink=Sunshine|drinkv=25|eat=y|cook=y}}&lt;br /&gt;
{{plant table row|name=Whip vine|tile=§|color=3/1|biome=Not freezing/Dry|align=Savage|value=1|drink=Whip wine|drinkv=15|cook=p|prod=Whip vine flour (m)|prodv=25}}&lt;br /&gt;
|}&lt;br /&gt;
'''Notes:'''&lt;br /&gt;
:&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt; This is the value for a stack of 5 units, which is the number rendered from a single plant.&lt;br /&gt;
:&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt; Anything that can be cooked is edible afterwards. [[DF2010_Talk:Cook#No_Seeds|Cooking leaves no seeds for re-planting.]]&lt;br /&gt;
:&amp;lt;sup&amp;gt;3&amp;lt;/sup&amp;gt; These plants cannot be eaten/cooked until they are further processed, either by milling or extracting; see &amp;quot;products&amp;quot; column for process product.&lt;br /&gt;
:&amp;lt;sup&amp;gt;4&amp;lt;/sup&amp;gt; These plants cannot be grown on a farm plot as they have no seeds. They can only be acquired through plant gathering (in season only) or trade.&lt;br /&gt;
&lt;br /&gt;
To get the products/extracts from the plants they have to be processed, in the following {{L|workshop}}s, using the following {{L|labor}}s:&lt;br /&gt;
:*'''m''': mill ({{L|cave wheat}}, {{L|sweet pod}}, {{L|longland grass}}, {{L|whip vine}}, {{L|dimple cup}}, {{L|blade weed}}, {{L|hide root}}, {{L|sliver barb}}): At {{L|quern}} or {{L|millstone}}, using {{L|milling}}.&lt;br /&gt;
:*'''b''': process to bag ({{L|quarry bush}}): At {{L|farmer's workshop}}, using {{L|plant processing}}.&lt;br /&gt;
:*'''l''': process to barrel ({{L|sweet pod}}): At farmer's workshop, using plant processing.&lt;br /&gt;
:*'''p''': process plant ({{L|pig tail}}, {{L|rope reed}}): At farmer's workshop, using plant processing.&lt;br /&gt;
:*'''v''': process to vial ({{L|valley herb}}): At farmer's workshop, using plant processing.&lt;br /&gt;
:*'''e''': extract plant essence ({{L|kobold bulb}}): At {{L|still}}, using {{L|plant gathering}}.&lt;/div&gt;</summary>
		<author><name>Confused</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Farming&amp;diff=92307</id>
		<title>v0.31 Talk:Farming</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Farming&amp;diff=92307"/>
		<updated>2010-04-13T18:56:16Z</updated>

		<summary type="html">&lt;p&gt;Confused: /* Merge */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Placing a farm on rock&lt;br /&gt;
     Needs Soil or mud&lt;br /&gt;
     No Mud for underground farm&lt;br /&gt;
     Mud is left by water&lt;br /&gt;
&lt;br /&gt;
Placing a farm on surface soil&lt;br /&gt;
    No Mud for underground farm&lt;br /&gt;
    Mud is left by water&lt;br /&gt;
&lt;br /&gt;
Placing a farm on mud found in an underground complex&lt;br /&gt;
    &amp;lt;&amp;lt;No Error Message&amp;gt;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
So This is either a major bug, or a mechanics change and a minor text inconsistency.[[User:Doctorzuber|Doctorzuber]] 22:35, 1 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
:This is a bug.  You're supposed to be able to farm on soil.  I'll try to track down the forum thread, one moment --[[User:Squirrelloid|Squirrelloid]] 22:37, 1 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
:Aha, so saith the Baughn: http://www.bay12games.com/forum/index.php?topic=51951.msg1123336#msg1123336&lt;br /&gt;
:--[[User:Squirrelloid|Squirrelloid]] 22:41, 1 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Merge ==&lt;br /&gt;
I don't see why we need a separate page for [[Farm Plot]] and [[Farming]].  Merger anyone? [[User:Kenji 03|Kenji 03]] 12:28, 6 April 2010 (UTC)&lt;br /&gt;
:Also, labors are typically described in their respective skill page. In this case, [[DF2010:Farmer|Farmer]] --[[User:Eagle0600|Eagle0600]] 13:05, 6 April 2010 (UTC)&lt;br /&gt;
::Both pages exist as full pages in the 40d namespace, in addition to a farmer page.  This suggests that there is sufficient material for all three pages, although someone would need to spend more time reviewing how the topic space was divided in 40d to figure out why. --[[User:Squirrelloid|Squirrelloid]] 13:44, 6 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
::Farming desribes the concept, plant uses, importance, possibilites and caveats; Overview. Farm plot goes right down to 'key-pressing' and 'cursor-moving', that is, details and step-to-step. Ultimately it is an article on a building. I don't recall ever using the page Farm plot, but I think we should keep the 2. Looking over the old versions, I think the distinction should be made clearer, though. --[[User:Birthright|Birthright]] 14:34, 12 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
:::I agree, but with all the new info and users this approach seems not viable for now. --[[User:Confused|Confused]] 18:56, 13 April 2010 (UTC)&lt;/div&gt;</summary>
		<author><name>Confused</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Farming&amp;diff=92305</id>
		<title>v0.31:Farming</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Farming&amp;diff=92305"/>
		<updated>2010-04-13T18:54:17Z</updated>

		<summary type="html">&lt;p&gt;Confused: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{AV}}&lt;br /&gt;
{{elven}}&lt;br /&gt;
&lt;br /&gt;
'''Farming''' is the action of growing {{l|crops}} for {{l|food}}, {{l|alcohol}} production and {{l|cloth}} manufacturing. While small forts can easily be sustained by plant gathering, {{l|hunting}} and trading, farming is vital to large settlements.&lt;br /&gt;
&lt;br /&gt;
Farming is done at a '''farm plot''' building ({{k|b}}-{{k|p}}, resize with UMKH). It requires {{l|seeds}} and a worker with the &amp;quot;Farming (Fields)&amp;quot; {{l|labor}} enabled. &lt;br /&gt;
&lt;br /&gt;
Depending on where the farm plot is constructed, different crops may be planted; Farm plots built {{L|above ground}} are not suitable for the crops grown on {{L|subterranean}} farm plots and vice versa. Note that the attributes {{DFtext|Inside |#808000}}{{DFtext|Dark |#808080}}{{DFtext|Outside|#0ff}} and {{DFtext|Light|#ff0}} are of no relevance.&lt;br /&gt;
&lt;br /&gt;
See the article on {{L|crop}}s for details on the conditions needed to grow the available plants.&lt;br /&gt;
&lt;br /&gt;
== Subterranean Farming ==&lt;br /&gt;
&lt;br /&gt;
Underground farms are required to grow the 6 &amp;quot;dwarven&amp;quot; plants, including the {{l|plump helmet}}; the only seeds available at embark are for underground crops.&lt;br /&gt;
&lt;br /&gt;
In order to create a {{l|farm plot}} underground you must first muddy the ground by temporarily covering it with water (common methods include a bucket brigade or '''controlled''' flooding by temporarily diverting a river or pool, using a floodgate or door), or find a muddied area in a {{L|cavern}}) (each tile underneath the farm plot must be muddied). Most caverns have entire open areas which will be permanently covered in mud, though beware the underground inhabitants when farming. Any underground surface can be used to create a farm plot, provided you muddy it first. Due to a bug, this currently includes soil layers, which would normally not require muddying.{{version|0.31.02}} In version 0.31.03 it's possible to create a farm plot in unmuddied soil layers, but it won't allow you to plant dwarven crops.&lt;br /&gt;
&lt;br /&gt;
Underground caves will most often have multiple {{L|Mud|Piles of mud}} to build Subterranean plots on. Note: Underground caves are very dangerous places.&lt;br /&gt;
&lt;br /&gt;
See {{L|irrigation}} for more.&lt;br /&gt;
&lt;br /&gt;
== Above Ground Farming ==&lt;br /&gt;
Above ground farming is basically the same as underground farming, with the (current, see above) distinction that above ground plots on soil do not need muddying. The complications are that, first, seeds cannot be chosen at embark.  They can either be bought from caravans ({{L|elves}} or {{L|humans}}) or simply gathered using the {{L|Plant gathering}} designation.  The second complication is that it, ostensibly, must be done above ground, which is dangerous (due to agressive animals, ambushes and sieges).  However, any land which has ever been exposed to sunlight becomes permanently marked as &amp;quot;above ground&amp;quot;, so if you channel some above ground land, remove the resulting ramps, then construct a floor above, where the surface once was, the (now dark and protected) soil will still be suitable for farming {{L|strawberries}}, {{L|longland grass}}, {{L|rope reed}}, and anything else you may find.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Farming FAQ}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
* {{L|Irrigation}}&lt;br /&gt;
* {{L|Tile attributes|Tile Attributes}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Buildings]]&lt;br /&gt;
[[Category:Agriculture]]&lt;/div&gt;</summary>
		<author><name>Confused</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Farming&amp;diff=92303</id>
		<title>v0.31:Farming</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Farming&amp;diff=92303"/>
		<updated>2010-04-13T18:53:50Z</updated>

		<summary type="html">&lt;p&gt;Confused: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{AV}}&lt;br /&gt;
{{elven}}&lt;br /&gt;
&lt;br /&gt;
'''Farming''' is the action of growing {{l|crops}} for {{l|food}}, {{l|alcohol}} production and {{l|cloth}} manufacturing. While small forts can easily be sustained by plant gathering, {{l|hunting}} and trading, farming is vital to large settlements.&lt;br /&gt;
&lt;br /&gt;
Farming is done at a '''farm plot''' building ({{k|b}}-{{k|b}}, resize with UMKH). It requires {{l|seeds}} and a worker with the &amp;quot;Farming (Fields)&amp;quot; {{l|labor}} enabled. &lt;br /&gt;
&lt;br /&gt;
Depending on where the farm plot is constructed, different crops may be planted; Farm plots built {{L|above ground}} are not suitable for the crops grown on {{L|subterranean}} farm plots and vice versa. Note that the attributes {{DFtext|Inside |#808000}}{{DFtext|Dark |#808080}}{{DFtext|Outside|#0ff}} and {{DFtext|Light|#ff0}} are of no relevance.&lt;br /&gt;
&lt;br /&gt;
See the article on {{L|crop}}s for details on the conditions needed to grow the available plants.&lt;br /&gt;
&lt;br /&gt;
== Subterranean Farming ==&lt;br /&gt;
&lt;br /&gt;
Underground farms are required to grow the 6 &amp;quot;dwarven&amp;quot; plants, including the {{l|plump helmet}}; the only seeds available at embark are for underground crops.&lt;br /&gt;
&lt;br /&gt;
In order to create a {{l|farm plot}} underground you must first muddy the ground by temporarily covering it with water (common methods include a bucket brigade or '''controlled''' flooding by temporarily diverting a river or pool, using a floodgate or door), or find a muddied area in a {{L|cavern}}) (each tile underneath the farm plot must be muddied). Most caverns have entire open areas which will be permanently covered in mud, though beware the underground inhabitants when farming. Any underground surface can be used to create a farm plot, provided you muddy it first. Due to a bug, this currently includes soil layers, which would normally not require muddying.{{version|0.31.02}} In version 0.31.03 it's possible to create a farm plot in unmuddied soil layers, but it won't allow you to plant dwarven crops.&lt;br /&gt;
&lt;br /&gt;
Underground caves will most often have multiple {{L|Mud|Piles of mud}} to build Subterranean plots on. Note: Underground caves are very dangerous places.&lt;br /&gt;
&lt;br /&gt;
See {{L|irrigation}} for more.&lt;br /&gt;
&lt;br /&gt;
== Above Ground Farming ==&lt;br /&gt;
Above ground farming is basically the same as underground farming, with the (current, see above) distinction that above ground plots on soil do not need muddying. The complications are that, first, seeds cannot be chosen at embark.  They can either be bought from caravans ({{L|elves}} or {{L|humans}}) or simply gathered using the {{L|Plant gathering}} designation.  The second complication is that it, ostensibly, must be done above ground, which is dangerous (due to agressive animals, ambushes and sieges).  However, any land which has ever been exposed to sunlight becomes permanently marked as &amp;quot;above ground&amp;quot;, so if you channel some above ground land, remove the resulting ramps, then construct a floor above, where the surface once was, the (now dark and protected) soil will still be suitable for farming {{L|strawberries}}, {{L|longland grass}}, {{L|rope reed}}, and anything else you may find.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Farming FAQ}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
* {{L|Irrigation}}&lt;br /&gt;
* {{L|Tile attributes|Tile Attributes}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Buildings]]&lt;br /&gt;
[[Category:Agriculture]]&lt;/div&gt;</summary>
		<author><name>Confused</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Farm_plot&amp;diff=92300</id>
		<title>v0.31:Farm plot</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Farm_plot&amp;diff=92300"/>
		<updated>2010-04-13T18:49:48Z</updated>

		<summary type="html">&lt;p&gt;Confused: as it is, we have 2 superficial articles with identical content; a waste of time; i am against the merge, but meh, we will split it later&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#redirect [[DF2010:Farming]]&lt;/div&gt;</summary>
		<author><name>Confused</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Farming&amp;diff=92299</id>
		<title>v0.31:Farming</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Farming&amp;diff=92299"/>
		<updated>2010-04-13T18:49:21Z</updated>

		<summary type="html">&lt;p&gt;Confused: merged with farm plot; full duplicate&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{AV}}&lt;br /&gt;
{{elven}}&lt;br /&gt;
&lt;br /&gt;
'''Farming''' is the action of growing {{l|crops}} for {{l|food}}, {{l|alcohol}} production and {{l|cloth}} manufacturing. While small forts can easily be sustained by plant gathering, {{l|hunting}} and trading, farming is vital to large settlements.&lt;br /&gt;
&lt;br /&gt;
Farming is done at a '''farm plot''' builing (keystroke b-p, size with UMKH). It requires {{l|seeds}} and a worker with the &amp;quot;Farming (Fields)&amp;quot; {{l|labor}} enabled. Depending on where the farm plot is constructed, several crops may be planted (see below).&lt;br /&gt;
&lt;br /&gt;
Farm plots built {{L|above ground}} have completely different crops from {{L|subterranean}} farm plots. Note that the attributes {{DFtext|Inside |#808000}}{{DFtext|Dark |#808080}}{{DFtext|Outside|#0ff}} and {{DFtext|Light|#ff0}} are of no relevance.&lt;br /&gt;
&lt;br /&gt;
See the article on {{L|crop}}s for details on the conditions needed to grow the available plants.&lt;br /&gt;
&lt;br /&gt;
== Subterranean Farming ==&lt;br /&gt;
&lt;br /&gt;
Underground farms are required to grow the 6 &amp;quot;dwarven&amp;quot; plants, including the {{l|plump helmet}}; the only seeds available at embark are for underground crops.&lt;br /&gt;
&lt;br /&gt;
In order to create a {{l|farm plot}} underground you must first muddy the ground by temporarily covering it with water (common methods include a bucket brigade or '''controlled''' flooding by temporarily diverting a river or pool, using a floodgate or door), or find a muddied area in a {{L|cavern}}) (each tile underneath the farm plot must be muddied). Most caverns have entire open areas which will be permanently covered in mud, though beware the underground inhabitants when farming. Any underground surface can be used to create a farm plot, provided you muddy it first. Due to a bug, this currently includes soil layers, which would normally not require muddying.{{version|0.31.02}} In version 0.31.03 it's possible to create a farm plot in unmuddied soil layers, but it won't allow you to plant dwarven crops.&lt;br /&gt;
&lt;br /&gt;
Underground caves will most often have multiple {{L|Mud|Piles of mud}} to build Subterranean plots on. Note: Underground caves are very dangerous places.&lt;br /&gt;
&lt;br /&gt;
See {{L|irrigation}} for more.&lt;br /&gt;
&lt;br /&gt;
== Above Ground Farming ==&lt;br /&gt;
Above ground farming is basically the same as underground farming, with the (current, see above) distinction that above ground plots on soil do not need muddying. The complications are that, first, seeds cannot be chosen at embark.  They can either be bought from caravans ({{L|elves}} or {{L|humans}}) or simply gathered using the {{L|Plant gathering}} designation.  The second complication is that it, ostensibly, must be done above ground, which is dangerous (due to agressive animals, ambushes and sieges).  However, any land which has ever been exposed to sunlight becomes permanently marked as &amp;quot;above ground&amp;quot;, so if you channel some above ground land, remove the resulting ramps, then construct a floor above, where the surface once was, the (now dark and protected) soil will still be suitable for farming {{L|strawberries}}, {{L|longland grass}}, {{L|rope reed}}, and anything else you may find.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Farming FAQ}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
* {{L|Irrigation}}&lt;br /&gt;
* {{L|Tile attributes|Tile Attributes}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Buildings]]&lt;br /&gt;
[[Category:Agriculture]]&lt;/div&gt;</summary>
		<author><name>Confused</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Farm_plot&amp;diff=92292</id>
		<title>v0.31:Farm plot</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Farm_plot&amp;diff=92292"/>
		<updated>2010-04-13T18:38:29Z</updated>

		<summary type="html">&lt;p&gt;Confused: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}&lt;br /&gt;
{{elven}}&lt;br /&gt;
A '''farm plot''' is a building that allows {{L|dwarf|dwarves}} to grow {{L|crop|plant}}s from {{L|seed}}s. Plants can be used for {{L|food}} or to {{L|brew}} {{L|alcohol}}. Farm plots built {{L|above ground}} have completely different crops from {{L|subterranean}} farm plots. Note that the attributes {{DFtext|Inside |#808000}}{{DFtext|Dark |#808080}}{{DFtext|Outside|#0ff}} and {{DFtext|Light|#ff0}} are of no relevance.&lt;br /&gt;
&lt;br /&gt;
In large fortresses, farming is the most compact way of producing food. Some early forts can subsist with {{L|herbalist}}s collecting plants from {{L|bush}}es above ground but that is insufficient to support large populations.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
See the article on {{L|crop}}s for details on the conditions needed to grow the available plants.&lt;br /&gt;
&lt;br /&gt;
== Above Ground Farm Plots ==&lt;br /&gt;
Plants gathered by herbalist can be processed for the seeds necessary to set up an Above Ground farm. Trading seeds is the other source.&lt;br /&gt;
&lt;br /&gt;
== Subterranean Farm Plots ==&lt;br /&gt;
Unlike Above Ground farms, Subterranean plots need {{L|Mud}} in order to produce crops.  Underground caves will most often have multiple {{L|Mud|Piles of mud}} to build Subterranean plots on, but any other location requires you to {{L|Irrigation|irrigate}} the desired location first.&lt;br /&gt;
 &lt;br /&gt;
Seeds brought with the expedition are not allowed to be {{L|farm}}ed Above Ground and currently&amp;lt;sup&amp;gt;0.31.03&amp;lt;/sup&amp;gt; must be {{L|farm}}ed on muddied tiles via [[irrigation]].&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
* {{L|Farming}}, for a complete guide&lt;br /&gt;
* {{L|Irrigation}}&lt;br /&gt;
* {{L|Tile attributes|Tile Attributes}}&lt;br /&gt;
&lt;br /&gt;
{{Farming FAQ}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Buildings]]&lt;br /&gt;
[[Category:Agriculture]]&lt;/div&gt;</summary>
		<author><name>Confused</name></author>
	</entry>
</feed>